Polygons Editing in SOP

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Hi,
Does Houdini have an SOP equivalent to EditPolyModifier in 3dsMax?
in 3dsMax, EditPolyModifier allows several operation, cut,add,delete,transform and so on.
For example, PolySplit (SOP) only allows one edit, and you have to stack multiple SOPs like that.
This is so hard in complex modeling in character.
Edit (SOP) remains a single SOP in terms of vertex transform, and this approach is the best, but it allows only too simple editing.
I'm currently using Blender as a modeling aid.
This is my only complaint about Houdini; otherwise, it's excellent.

thanks
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TopoBuild.

If TopoBuild SOP is still not enough then nothing. You have to write your own or buy some (expensive!) 3rd party ones.

I suppose SideFX's design is that the user should bind each Poly___ SOP to a shortcut or radial menu and just combine them, instead of trying to edit everything in one big SOP node. Whether it's a good idea is left as an exercise for the reader.
Edited by raincole - June 26, 2026 03:03:28
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I agree.
I wanted to know if there was a different way to do it.
I wish we had EditPoly (SOP).

Thanks
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For a more conventional style of direct modelling in Houdini take a look at the third party add on - "Modeller" - see:
Discord: https://discord.gg/FcdqcYB6b [discord.gg]
YT: https://www.youtube.com/watch?v=cZffb818B2s [www.youtube.com]
Gumroad: https://alexeyvanzhula.gumroad.com/l/btsuc [alexeyvanzhula.gumroad.com]

It's not a 'one SOP does it all' solution - but its does remove the 'add one brick at a time' feeling, and still leaves you with the benefits of a node tree. And it's got some very powerful and useful enhancements over the native toolset.
Edited by Mike_A - June 26, 2026 09:26:07
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Yes, for cutting polygons and shifting points, the best option is Polypen from the Modeler plugin. It's almost perfect. But it's too expensive for just one function.
But that's not the only problem. The most important functions—PolyBevel, Polyextrude, Subdivide—have serious, irreparable flaws. Even Boolean has a strange quirk. These are the most important functions, and you can't get around them. And once you hit their problems on a model more complex than a cube, it's a dead end. So, yes, alas, Blender remains indispensable.
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I think "Modeller" is a great idea, but in the sense that nodes are added automatically, it seems to be automating Houdini's traditional method.
I think it's a result of fundamental differences in how the software is built, but I really hope they'll somehow incorporate EditPoly (SOP).
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