When the handle is in local control and aligned to object, it's all twisted (see attached pic), anyway to fix this ? I want to extrude along the face normal (which I though local control was for).
edit : by displaying primitive normals, I saw the direction of the axis is the same as the displayed normal, but it seems it's some kind of smoothed normal, thus the wrong angle…
Also, is it possible to have hotkeys for the different shading modes ? or change the w hotkey to change between smooth shaded and smooth wire shaded ? And hotkeys for toolbars operations ?
Also is it possible to define some defaults parameter for sop nodes ?
For example to have keep points shared on average position by default for the polyextrude sop ?
On the suggestions side, it would be very nice to have :
-edge grouping for procedural beveling
(even better, edges selection based on faces angle, this actually exists in cinema 4d)
-possibility to generate quads for the polyloft node, have it work with edges, and viewport operations for points (edges) stitching (making it a proper 3ds like bridge tool, even if one can get away with polyknit and polycap)
edit : actually I have a problem with the polyknit sop. If I want to use it after a sop that displays a selection (group sop, facet sop, polyextrude sop, …) the little red circle won't let me click on the selected points (from the last sop). Had to put down a sop that did nothing as a workaround.
-angular snapping, for easy operation of the clip plane handle in the viewport.
- a wedge (maya feature) or hinge from edge (3ds feature) sop ?
-the edge divide sop is nice, much like a procedural version of the connect of 3ds, but if I select the edges dragging a selection in the viewport, they are not selected in the right order and thus the “connect points” gives wrong results.
A ring selection to complement it would be very nice.
-the polypatch sop works great with lines, but behaves strangely with polygons. To have a nice patch with 2 grids, I had to rotate one 90° around one axis and 180° around the other, weird.
I've been amazed by the procedural paradigm of houdini since I've been using it (a couple of months ago), finally trying it as a modeler, it's actually not so bad, but could be even better!
(my whole idea was to create a mech army procedurally
: a structure with different torso, arms, legs.. parts, and on each part different details (inset/extrude, rivets…) could be added procedurally)Thanks for reading and suggestions!
Vincent




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