blasting geometry by number of neighbouring primitives

   721   0   0
User Avatar
Member
6 posts
Joined: Oct. 2018
Offline
I am making a procedural asset for a client and need to find a way to procedurally unwrap some geometry. Specifically I want to create UV islands based on neighbouring primitives, any primitives that are not within a big cluster will be where the seams are to split the larger sets of neighbouring primitives. Is there a way to do this? I feel it is possible with Houdini by setting a threshold in vex for the number of neighbouring primitives in an attribute wrangle. I just don't know how to set such a variable and then manipulate it since i'm new to vex code.

Attachments:
Screenshot (744).png (262.0 KB)

  • Quick Links