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Sweep SOP modeling issue..!


Masoud

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Hi guys,

I attempted to use the "Sweep SOP" in Houdini to model a CRT tube object by placing multiple cross-sectional profiles along a path. However, I found it challenging to control the placement of the shapes at each level of the path.

While I realize this may not be the most efficient method, I’m looking for the best way to approach this modeling technique—similar to the "Loft" compound object in 3ds Max.

 

 

Thanks for helping.

CRT.png

CRT Tube.jpg

CRT Tube_01.hip

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Hi Konstantin,

Thank you for your response. However, if we require 10 different shapes as cross-sections, your solution may be difficult to implement.
I’m not sure, but it seems like we’re missing some important features like this in Houdini...

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Konstantin's tool is a really powerful option.  For a simpler / more traditional approach you could also 'box model' it using poly extrude, poly bevel, edges to circle and subdivide SOP's.
Perhaps fill in the front surface using 'polyfill' with the deform option enabled, or use edit SOP in soft mode.

Screenshot 2025-01-23 130147.png

TV_tube.hiplc

Edited by Mike_A
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You can copyToPoint each curve at a specific location on the backbone , and skin the result

You can even reimplement a similar tool  in H if it's a workflow that you like, and wrap it in a subnet... 

Remember that 3dsmax looks simple, but you still have to select each curve, set at which % of the path you want it, and so on.

Here :

56620.thumb.png.c12e43018c5e91e089bc0fc78e56ecc4.png

This is a very rough one off example; in a real tool, you would need to control the target points globally with some kind of ramp; that would be the most important control exposed to the end user.

Also , if you want to follow that path, you also need to make sure the cross sections have the same number of points, and that the vertices are sorted in  a way that minimizes twist. (not trivial)

You can also have a look at copytocurves in with Piece Attribute:variant set

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