Some problems with .ai vectors
7222 17 3- hudmike
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- tjeeds
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- anon_user_37409885
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- hudmike
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ResampleThank you! I was looking such for other purposes.
But in this case I lose NURBS base of geo and have some issues on O.
about resample/convert
In 3dsmax i have option for adaptive/optimized resample for curves:
if i have smooth segment it take more points
if i have line segment it stay only 2 point at the end and start (no need middle-points for line)
how about H?
- hudmike
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- anon_user_37409885
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Try this for more samples on curvature
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=16264&sid=a07067a056c19bf26b53dec9883c2520 [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=16264&sid=a07067a056c19bf26b53dec9883c2520 [sidefx.com]
- hudmike
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- old_school
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Hole SOP to unbridge the “o”'s and “0”'s. Houdini doesn't need the hints as to what is closed and open. Extrude does this for you. Allows for more open procedural approaches.
Convert SOP to convert Beziers to Polygons.
Facet SOP with “Remove Inline Points” enabled with a tolerance to remove points along a line.
Hope this gets you the results you want.
See the Attached Hip file.
Convert SOP to convert Beziers to Polygons.
Facet SOP with “Remove Inline Points” enabled with a tolerance to remove points along a line.
Hope this gets you the results you want.
See the Attached Hip file.
There's at least one school like the old school!
- hudmike
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- tamte
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nothing hidden, number of vertices per point differs, I'm not sure what exactly it means for houdini and interpolation of bezier curves for extrude, but it certainly uses them
like point 205 has 3 vertices
point 195 has 1
so even though the number of points is the same they are different geometries
like point 205 has 3 vertices
point 195 has 1
so even though the number of points is the same they are different geometries
Tomas Slancik
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Method Studios, NY
- hudmike
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- tamte
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I believe that you can see vertex numbers by enabling it in Display Options for OGl3.2, I can't since it's crashing for me so maybe you can't either
or
you can heve a look at Spreadsheet(Details View)
filter by vertices
sort by Point Num
and you can see for each point around 3 vertices
or
convert the curve to polygons (Convert SOP with Interpolate Through Hulls checked)
then you will see trippled points since each vertex will become point
or
even with simple middle-click you can see that one T shape has
8 points
24 vertices
whereas the other T shape has
8 points
8 vertices
or
you can heve a look at Spreadsheet(Details View)
filter by vertices
sort by Point Num
and you can see for each point around 3 vertices
or
convert the curve to polygons (Convert SOP with Interpolate Through Hulls checked)
then you will see trippled points since each vertex will become point
or
even with simple middle-click you can see that one T shape has
8 points
24 vertices
whereas the other T shape has
8 points
8 vertices
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- hudmike
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- old_school
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As for the point display on the Mac display, I believe those numbers are incorrectly drawn for Bezier curves. Changing the display to H11 on the Mac gives correct numbers. A display bug.
There are quite a few ways to get a sharp edge with a bezier curve in Illustrator and other apps. You never know what you are going to get when reading in an ai file…
With multiplicity on the sharp corners, you can get one, two, or more sets of vertices stacked on top of each other, depending on how frustrated the Illustrator user got or how many times things got reworked.
Some font typefaces also create some pretty awesomely complex bezier curves with complicated parameterization for the result you get.
Best way to deal with this in Houdini is to convert to polygon faces, un-hole them and work them up again as was done in the supplied file above.
After having cleaned up the curves, you can convert them back to Beziers if you wish. In the above file, just insert a Convert SOP after the facet_remove_inline_points Facet SOP and before the Extrude SOP and convert to Bezier Curves and enable the Interpolate Through Hulls option. The Extrude with Bezier curves will give you a similar result with the Polygon faces but all the surfaces will be Beziers. The Extrude will even up-convert the backbone to a bezier curve and give you bezier surfaces for the profiles.
With this method you can take in most any font, good, bad and downright ugly along with most Illustrator curves and just get it done and out.
There are quite a few ways to get a sharp edge with a bezier curve in Illustrator and other apps. You never know what you are going to get when reading in an ai file…
With multiplicity on the sharp corners, you can get one, two, or more sets of vertices stacked on top of each other, depending on how frustrated the Illustrator user got or how many times things got reworked.
Some font typefaces also create some pretty awesomely complex bezier curves with complicated parameterization for the result you get.
Best way to deal with this in Houdini is to convert to polygon faces, un-hole them and work them up again as was done in the supplied file above.
After having cleaned up the curves, you can convert them back to Beziers if you wish. In the above file, just insert a Convert SOP after the facet_remove_inline_points Facet SOP and before the Extrude SOP and convert to Bezier Curves and enable the Interpolate Through Hulls option. The Extrude with Bezier curves will give you a similar result with the Polygon faces but all the surfaces will be Beziers. The Extrude will even up-convert the backbone to a bezier curve and give you bezier surfaces for the profiles.
With this method you can take in most any font, good, bad and downright ugly along with most Illustrator curves and just get it done and out.
There's at least one school like the old school!
- hudmike
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- anon_user_37409885
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- anon_user_37409885
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adding to this old thread as a good future reference on using Illustrator files in Houdini.
There is currently an issue with curves that have cusped or single-handle bezier points from Illustrator.
The hack to fix this is……. just add bezier handles to each side of each point in Illustrator- you then can use your bezier curves as bezier, and not polygons, in ExtrudeSop!
There is currently an issue with curves that have cusped or single-handle bezier points from Illustrator.
The hack to fix this is……. just add bezier handles to each side of each point in Illustrator- you then can use your bezier curves as bezier, and not polygons, in ExtrudeSop!
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