Triangulize with X method
7140 21 1- Unaided
- Member
- 49 posts
- Joined: Feb. 2007
- Offline
- tamte
- Member
- 8583 posts
- Joined: July 2007
- Offline
- Unaided
- Member
- 49 posts
- Joined: Feb. 2007
- Offline
- anon_user_37409885
- Member
- 4189 posts
- Joined: June 2012
- Offline
- tamte
- Member
- 8583 posts
- Joined: July 2007
- Offline
Unaided
Thanks tamte, I try it!
However, thus duplicate polys, yes? If true, then I have must to do welding points to merge polys overlapping.
correct, so to avoid having duplicated polygon:
on the same Polyextrude SOP go to Options tab and uncheck Output Front
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- Unaided
- Member
- 49 posts
- Joined: Feb. 2007
- Offline
- tjeeds
- Member
- 339 posts
- Joined: Aug. 2007
- Offline
- tamte
- Member
- 8583 posts
- Joined: July 2007
- Offline
- tjeeds
- Member
- 339 posts
- Joined: Aug. 2007
- Offline
- tamte
- Member
- 8583 posts
- Joined: July 2007
- Offline
well, for this case it works (at least for me) as you are scaling each polygon to 0
and the only thing is that even after consolidating points to single one it is not removing 0 area polygon so that why is necessary to uncheck Output Front
but you are right, it never hurts to increase the tolerance to be sure
it's all about the scene scale afterall
and the only thing is that even after consolidating points to single one it is not removing 0 area polygon so that why is necessary to uncheck Output Front
but you are right, it never hurts to increase the tolerance to be sure
it's all about the scene scale afterall
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- tjeeds
- Member
- 339 posts
- Joined: Aug. 2007
- Offline
Yeah, I would have thought that would do the trick too, it's supposed to anyway! I get 7 points out of the polyextrude, so the default consolidation gets all but one of the points. Looks like performance varies with orientation though, rotating it causes the point count to fluctuate between 6 and 8 points
Not a big deal I guess but kinda weird
Not a big deal I guess but kinda weird
Jesse Erickson
Fx Animator
WDAS
Fx Animator
WDAS
- Unaided
- Member
- 49 posts
- Joined: Feb. 2007
- Offline
- anon_user_37409885
- Member
- 4189 posts
- Joined: June 2012
- Offline
So what does this procedure actually do and how does it do it?
Reading an old post looks like we are jsust rehashing this in Houdini
http://blenderartists.org/forum/archive/index.php/t-58889.html [blenderartists.org]
Reading an old post looks like we are jsust rehashing this in Houdini
http://blenderartists.org/forum/archive/index.php/t-58889.html [blenderartists.org]
- pezetko
- Member
- 387 posts
- Joined: Nov. 2008
- Offline
- tomsvfx
- Member
- 54 posts
- Joined: Aug. 2011
- Offline
check my file in attachement.
I made few variations on how to do this thing, but using OpenSubdivision Bilinear type, seems like will do what you need.
Its not specificly in X axis, but i dont see much of a difference, result is the same. Or i just dont understand what youre trying to achieve with this
Cheers,
Tom
Edit: checked pezetko post, now i understand what u need, well, atleast i tried
EDIT2:
I added another file, with new example, wich is closer to what you need. Added also some notes, if need to explain something just ask it.
Its not perfect, but it does something, and it can be used as a starting idea.
I made few variations on how to do this thing, but using OpenSubdivision Bilinear type, seems like will do what you need.
Its not specificly in X axis, but i dont see much of a difference, result is the same. Or i just dont understand what youre trying to achieve with this
Cheers,
Tom
Edit: checked pezetko post, now i understand what u need, well, atleast i tried
EDIT2:
I added another file, with new example, wich is closer to what you need. Added also some notes, if need to explain something just ask it.
Its not perfect, but it does something, and it can be used as a starting idea.
- tjeeds
- Member
- 339 posts
- Joined: Aug. 2007
- Offline
- Unaided
- Member
- 49 posts
- Joined: Feb. 2007
- Offline
pezetko, your file show me warnings pop-up and nothing is loaded in scene.
tjeeds, same, warning pop-up appears to me, and not applied your tool over socceball.
Maybe version issues? I have use Houdini 12.5.
toms993, I looking for pokefaces (Blender) or triangulate X method (XSI). This is not subdivision or local-subDv. The first methods find the geometric center of a any shape geometry, and add edges from this center to each vertices of the boundary shape.
I don't thought make this would be so complex!
tjeeds, same, warning pop-up appears to me, and not applied your tool over socceball.
Maybe version issues? I have use Houdini 12.5.
toms993, I looking for pokefaces (Blender) or triangulate X method (XSI). This is not subdivision or local-subDv. The first methods find the geometric center of a any shape geometry, and add edges from this center to each vertices of the boundary shape.
I don't thought make this would be so complex!
- pezetko
- Member
- 387 posts
- Joined: Nov. 2008
- Offline
- tjeeds
- Member
- 339 posts
- Joined: Aug. 2007
- Offline
- Unaided
- Member
- 49 posts
- Joined: Feb. 2007
- Offline
-
- Quick Links