[Q] Why does box obj appear "rounded" in Houdini?

   7777   6   2
User Avatar
Member
6 posts
Joined: April 2011
Offline
Hello all.

I'm completely new to Houdini, just started learning for about a week. I'm coming from a Maya background.

In Houdini, when you create a box (from the shelf tool), why does it appear to be “rounded”, as if the sides are not perfectly flat. And this is not only a viewport issue, when you render it, it's still rounded in the final image.

I've included screenshots for box created in Houdini, and box created in Maya, to illustrate what I mean.

My question is, how do I fix the rounded face, so that it appears to be perfectly flat, just like the box created in Maya? Is there a setting some where I've missed?

Thank you, for your insights and guidance.


Edward.

Attachments:
Houdini_Cube.png (83.9 KB)
Maya_Cube.png (50.8 KB)

User Avatar
Member
205 posts
Joined: Dec. 2009
Offline
Hi Edward,

you should have a look at the facet-sop -> cusp polygons.
This will generate normals that are not shared at the corners/edges.

Links to the online help:
http://www.sidefx.com/docs/houdini11.0/nodes/sop/facet [sidefx.com]
http://www.sidefx.com/docs/houdini11.0/nodes/sop/edgecusp [sidefx.com]
http://www.sidefx.com/docs/houdini11.0/model/points [sidefx.com]

Cheers
User Avatar
Member
205 posts
Joined: Dec. 2009
Offline
… and be sure to checkout the example files (at the bottom of the help pages).
User Avatar
Member
8551 posts
Joined: July 2007
Offline
be careful with cusp in facet or edgecusp since they will split the edges in order to get hard edge

the best way is to use Vertex SOP
change Keep Normal to Cusp Normal and set angle

Vertex SOP will just create vertex attribute N and will not change the topology as other mentioned methods
Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
858 posts
Joined: Oct. 2008
Offline
Be also careful if you decide to go with vertex normals instead of point normals. It's easy to overwrite your normals if you create point normals later on.

What I do is usually work in flat shaded or hidden line mode and then set my normals just at the very last moment, often before the last render null.

Welcome to Houdini!
--
Jobless
User Avatar
Staff
4162 posts
Joined: Sept. 2007
Online
I think that might be because you have your view port shading set to smooth, whereas Maya's might be in ‘flat’. If you put Houdini's to flat, you should see that is just the opengl drawing, I believe.
I'm o.d.d.
User Avatar
Member
31 posts
Joined: Jan. 2007
Offline
Maya's display defaults to smooth, but boxes are created with cusped vertex normals.
Facebook [facebook.com] | Twitter [twitter.com] | Google+ [plus.google.com]
  • Quick Links