Some problems with .ai vectors

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i have some issue on imported vector. it looks the same as the builtin Font. But Extrude work differently
where am I wrong?

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H.zip (105.8 KB)

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Instead of Extrude I would recommned using PolyExtrude, just make sure to toggle on Options>Output Back. Your extrusion is pointing different directions because the faces have different vertex orders, use a Reverse Sop on “OT” to make it point the same way.
Jesse Erickson
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Instead of Extrude I would recommned using PolyExtrude
it make different effect without chamfers
Your extrusion is pointing different directions
but the the problem is different
i have “wave” effect on side-geometry for .AI vectors

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extrude2.jpg (38.1 KB)

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See if it helps to put a Resample node in after the edit1.
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Resample
Thank 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?

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extrude3.jpg (52.4 KB)

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maybe there is a way to pass a smooth curves from 3dsmax? I tried OBJ but it does vertexs segments instead of math-spline (NURBS)
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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]

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reduce points based on curvature.png (48.0 KB)

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what I need!
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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.

Attachments:
test_jw.jpg (102.2 KB)
test_jw.hip (71.8 KB)

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Hope this gets you the results you want.
very thank
nice result

but what worries me:
What's the difference between these two points?
205-195
or 203-197 and etc.
what a hidden parameter distorts the Extrude result?

all are bezier curves

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T-T.jpg (93.3 KB)

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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
Tomas Slancik
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i am new in H
point 205 has 3 vertices
point 195 has 1
where this information?
how i can see vertex?
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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
Tomas Slancik
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Thanks again)
very useful information for me
PS i have no crashing on vertexs number display
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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.
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convert to Bezier Curves and enable the Interpolate Through Hulls option.
but in this case Bezier still looks like corners
no more smooths between 2 points
and (i think) we loose all nurbs advantage
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You can render polygons smoothly at render time in Mantra with.

Scene level/
Obj/Render tab/Geometry tab/ check -> Polygons As Subdivisions (Mantra)

or attach a Subdivide node, after the extrude, to add more detail at the geometry level.
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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!

Attachments:
AddedHandles.png (55.2 KB)
H_fix2.zip (178.9 KB)
FixedUsingHandlesBothSides.png (238.2 KB)

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