Procedural deletion of edges in a specific direction

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Hi, I'm tying to create an effect like this. Just rings around the perimeter of an object in the ZX manner. I did the effect destructively, as I'm very very new to houdini, but for those who are more knowledgeable, there is probably a way to group things according to their normal or tangent or something then blast them by group, leaving just the ZX edges running. I would love to know!

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Houdini.png (716.7 KB)

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hello, do you mean something like this?
Check the attached project file. It uses ray sop.
It might require some fine tuning though

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isorings.hiplc (187.1 KB)

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Copy some grids around the mesh and set the boolean node to “Seam”.

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cuts.hiplc (226.1 KB)
Bildschirmfoto 2018-11-09 um 22.59.17.png (79.9 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Thanks you guys! These methods are working great!
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Copy and sweep can turn your curves into train tracks.

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train_tracks.jpg (157.5 KB)
train_tracks.hiplc (532.9 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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ahah nice one!

A consideration about efficiency: that final merge node seems to slow down a lot the animation. My guess is that it forces on every frame to recook the left branch (heavy polys geo). No matter if you lock and freeze it (that's weird).
If you split the trains and tracks into two different objects you appreciate a noticeable increase in the playback speed.

I wasn't aware of these implications of the merge node before. Something new learned. gg
Edited by Andr - Nov. 11, 2018 07:56:20
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Well yes, its not really animation-ready. Probably instancing on points is a fast way to do this, as well. But I wanted to keep this comprehensible.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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