Poking Primitives in Houdini? (Polyextrude Issues)

   3748   2   0
User Avatar
Member
14 posts
Joined: May 2018
Offline
Hi, I'm supremely new to Houdini, but I have a quick question. I'm trying to “poke” the faces of a “wormhole” type thing I'm making. I saw online that a technique to do this would be to use an extrudeSOP, set it to individual faces, the drag the inset all the way until the verts meet in the middle of each primitive. This works for objects with uniform quads and more flat objects. But Take for example this wormhole, it doesn't seem to want to work. The inset gets capped and won't allow very much insetting at all. I think this is because quads are not all the same size and the curvature might be confusing the operation. I wonder if there is another way to achieve poked primitives in houdini? I've attached an image for what I want to happen made in blender!

Attachments:
Pole Face.png (1.0 MB)

User Avatar
Member
899 posts
Joined: Feb. 2016
Offline
Use polyextrude node. Set it to individual elements.
Then under the extrusion tab, activate “transform extruded front”, and play with the scale, that should take in account the different polygons sizes.

If u set the scale to 0, add a fuse sop at the end. So that you fuse together the overlapping points


Cheers
Edited by Andr - Nov. 6, 2018 15:55:07
User Avatar
Member
14 posts
Joined: May 2018
Offline
Yup, that works perfectly. Thank you so much!
  • Quick Links