Polymodeling without thousands of PolySplit node

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I'm trying to do some traditional, non-procedural poly modeling in Houdini. The first thing I noticed is that the amount of PolySplit SOPs gets out of hand very quickly. I know I can collapse them into a subnet, but the design feels weird and I'm not sure if I'm doing something wrong. Why is each new edge loop a new PolySplit node? Is there a SOP node that creates multiple edge loops, like how Edit SOP can store multiple editing commands?
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Topobuild. It's a little fiddly to use, but its designed for that more freeform editing and keeping it all on the one node.

Quite a lot of functionality in its various shift 1-6 states, and right click menus, along with the general selection stuff houdini provides.
http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
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Sounds like you’re creating edge loops … I submitted a tool to last year’s tech art challenge to simplify things … see “SCD Edge Loops": https://www.sidefx.com/forum/topic/87148/?page=1#post-378356 [www.sidefx.com]

Cheers,
Tim
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Sounds like you’re creating edge loops … I submitted a tool to last year’s tech art challenge to simplify things … see “SCD Edge Loops": https://www.sidefx.com/forum/topic/87148/?page=1#post-378356 [www.sidefx.com]

Cheers,
Tim

That looks like a great tool! By the way, what does SCD stand for?
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That’s just the initials in my company name, to disambiguate the tool from the builtin.

Hope it’s useful,
Tim
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