|On this page|
Fuses together points with similar positions.
Remove Degenerate Primitives
Deletes degenerate primitives such as polygons with zero area.
Changes the orientation of polygons so they all face the same direction.
Reverses the orientation, or winding, of all the primitives. This is useful when importing or exporting to packages which use the opposite winding order of Houdini.
Deletes polygons which overlap, (share all the same vertices).
Delete Overlap Pairs
When this option is on, overlapping polygons are both deleted. This is useful when the overlap comes from two objects fusing along an edge. When this option is off, the first overlapping polygon is kept and the second polygon is deleted.
Remove Unused Points
Delete points which are not part of a primitive.
Remove point, primitive, detail, or vertex attributes that match a pattern.
Remove point or primitive groups that match a pattern.
Delete points with positions containing a
NaN (Not a Number)
floating point value.
NAN is a special floating point bit pattern which indicates a
failure, such as zero divided by zero or the square root of minus
one. Houdini strives not to introduce these numbers, but this
option is available for any cases where
NaN values appear.
Expert users can examine the VOP network inside this node to see
how to detect
NaN values in their own networks if necessary.
Ensures that all polygon topolgy is made up of manifold patches. Non-manifold points are minimally duplicated and their incident polygons are reassigned to various copies to make sure this is the case.
Delete Small Manifold Patches
If the Manifold-Only Topology checkbox is turned on, this option deletes any maximal manifold patch that contains fewer polygons than the threshold specified in the Primitive Threshold parameter. Such small manifold patches can particularly be generated (detached from the input geometry) during repair of non-manifold topology.
Specifies the maximum number of primitives in a manifold patch that is to be deleted.
The following examples include this node.
This is a setup for guided wrinkling using the hybrid object. The first sim creates a detailed mesh consisting of both tets and triangles that doesn’t have any wrinkles yet. The second sim is targeted to the animation creates by the first sim and this adds in the wrinkles.
This is an example of how to use the FindShortestPath SOP to find a path through geometry where certain edges are directed edges. Directed edges can only be traversed in one direction.
Try changing the start and end points, as well as the directed edges, to explore how the SOP avoids going the wrong direction, and cannot reach points with only outgoing edges.
This is an advanced example of how to use the FindShortestPath SOP to prefer "central" paths, based on centraily measures computed using FindShortestPath and AttribWrangle. This helps avoid staying too close to walls where avoidable.
Turn on the Display Option > Optimization > Culling > Remove Backfaces to see inside the space more easily. Try visualizing the different centrality measures using the switch node. The same example without considering the centrality of the path is demonstrated in a side branch of the SOP network, in order to see the difference.