PolyExtrude distorting topology

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I didn't know what else to title this post, so hopefully the issue I'm describing will make sense. In short, I'm trying to process a bunch of cloth objects from Marvelous Designer: extruding the shells, adding bevels, custom groups, UV layout, etc. Since I have a lot of objects to process, my goal is to try to make this as procedural as possible. For the most part my setup is working nicely, but I'm noticing that each time I use PolyExtrude, the topology can get distorted, which means having to fix it by hand (which I'm trying to avoid).

Marvelous outputs some rather strange topology, so I can't say I'm surprised there are issues, but it mostly seems to be affecting non-square quads (see screenshot). When I extrude, those areas seem to shoot out in other directions, rather than moving outward along the normals. With what little experience I have in Houdini, I've tried using PolyDoctor, creating new normals, and using Clean, but nothing seems to make a difference.

What's odd, is that if I use Peak, the topology behaves as expected. So, currently, I'm making a “fake” extrude by fusing a Peak (for the front) with the original (for the back) and using PolyExtrude to make the sides (see attached file). This seems to be working well, but is a bit cumbersome, and ultimately I'm just curious if there's a way to get the PolyExtrude to function correctly in the first place. Any thoughts?
Edited by aaron_barreras - Jan. 22, 2018 16:21:30

Attachments:
extrude_issue.hiplc (321.9 KB)
extrude_issue.jpg (96.2 KB)

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here's the fix:

01) add facet
02) polyextrude by existing point normal

Attachments:
extrude_issue_fix.hipnc (327.7 KB)

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That worked brilliantly, and it also fixed a couple of other glitches I was seeing. Thanks, Vusta!
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