Hi,
How to generate points evenly in geometry facet?
Thanks for any tips!
Generate points evenly on facet
2906 5 0- jerry7
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- Drasko Ivezic
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https://www.sidefx.com/docs/houdini/nodes/sop/pointsfromvolume.html [www.sidefx.com]
Try points from volume sop? Maybe for each primitive, make a small extrude (a bit bigger than point separation) in the loop and add points from volume on each primitive would do the trick. I haven't tried. Good luck
p.s. another option crosses my mind, use divide with the brick separation with a small brick value, until you get the density of points you want, select the edge points and keep only the ones inside with the add sop later. This should be more or less what you are looking for according to your illustration.
p.p.s. I see you are using the quad, but each quad is divided into two triangles, and then apply the bricker polygon on each triangle separately, with the rule that one of them has an angle of brickered polygons rotated 45 degrees. Then you will have exactly the effect you need. In some crazy maths, you could even read orient of each poly and then adjust the divide node according to that information and have points mathematically precise, but I think you can get away with the approximate method.
Try points from volume sop? Maybe for each primitive, make a small extrude (a bit bigger than point separation) in the loop and add points from volume on each primitive would do the trick. I haven't tried. Good luck
p.s. another option crosses my mind, use divide with the brick separation with a small brick value, until you get the density of points you want, select the edge points and keep only the ones inside with the add sop later. This should be more or less what you are looking for according to your illustration.
p.p.s. I see you are using the quad, but each quad is divided into two triangles, and then apply the bricker polygon on each triangle separately, with the rule that one of them has an angle of brickered polygons rotated 45 degrees. Then you will have exactly the effect you need. In some crazy maths, you could even read orient of each poly and then adjust the divide node according to that information and have points mathematically precise, but I think you can get away with the approximate method.
Edited by Drasko Ivezic - Sept. 27, 2020 07:32:35
- jerry7
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- shadesoforange
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You can use the faces' local coordinate system being the intrinsic primitive UVs.
Using vex you can add points evenly using the primuv [www.sidefx.com] function.
If it should also be dependent on the dimensions of the face, you can add more parameters to your code which are dependent on the lengths of the face's edges.
Using vex you can add points evenly using the primuv [www.sidefx.com] function.
If it should also be dependent on the dimensions of the face, you can add more parameters to your code which are dependent on the lengths of the face's edges.
Manuel Köster - Senior Technical Artist @Remedy Entertainment
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- mestela
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