Uv pelt crash on ringed Geo

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Hello,

I observed a bug recently regarding the uv pelt node, it works great unless the input is making some kind of ring, in that case houdini just crash.

Does anyone have a workaround for that ? I already submitted a bug report.

Any help appreciated.

Attachments:
UvPeltCrash.hiplc (108.5 KB)

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Hi, it looks like it crashes on the UV Project, before it gets to the UV Pelt.

If you look at the full_ring Planar Patch, it's no longer a ring and has "filled in" the hole (aka a circle). If you reduce the Open Arc to 359, you'll see it returns to a ring shape and it's those overlapping seams that are causing the crash.

If you append a fuse after the Planar Patch, it should work. (see attached)

Not sure if it's a bug/limitation with Planar Patch or a bug with UV project.

Rob

Attachments:
UvPeltCrash_Fused.hiplc (111.1 KB)

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Hi,

It's strange, for me it does not crash on the uv project. I am able to compute to uv project when I place the switch to 1 (see screenshot). Are you using houdini 18.5.532 ?

I have also attached second project file with a grid where I take away a primitive in the center part, no uv project this time, and you can see that the uvPelt crashes houdini only after taking away that primitive.

Let me know what you think,
Edmond.

Attachments:
CaptureUvProject.PNG (139.8 KB)
UvPeltCrash.hiplc (112.8 KB)

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I re-opened the file and now it doesn't crash on the uv_project, only on the pelt. Anyway... the fuse fixes that scenario but not on the grid so it does look like a bug with pelt to me.
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Thanks for spending some time confirming that.

I have submitted a bug report, hopefully we get a fix soon.
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