I try to procedurally split a list of polygons that get created by a python script in a previous node. The polysplit node's string parameter field seems to ignore every expression that I type in using backticks ``.
It works fine as long as the node is selected, but as soon as I deselect it and change the incoming primitive list, it reverts back to defaults and deletes the string expression that I typed in there.
Anybody knows a workaround for this problem?
thanks,
Manuel
polysplit sucks!
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- asnowcappedromance
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- grayOlorin
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Hey snow, i am not sure about polysplit, but would using edgeDivide perhaps work better? I know polysplit seems to “act” more like a tool (ie if you choose the context sensitive manipulator to try to draw anothe line, it will actually pop in another node
As a tool it is kinda of nice on how it let's you quickly subdivide between polys, but I do wish we could use it procedurally more.
As a tool it is kinda of nice on how it let's you quickly subdivide between polys, but I do wish we could use it procedurally more.
-G
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- ragupasta
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- grayOlorin
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The problem with the divide is that it does not work well if the geometry has curvature as it divides your mesh almost as if it was using a marching cubes algorithm.
actually if you are only looking into splitting primitives by connecting edges in between points, you can also use the add SOP. go to the polygons tab, go to "By group' and put in the group string the two points you are trying to connect. You can put that into a forEach (by number and without merge results) to get all your edge divisions
if you are splitting in between edges, then I think you definitely want to go the edgeDivide route as it has a connect points option
Hope it helps!
actually if you are only looking into splitting primitives by connecting edges in between points, you can also use the add SOP. go to the polygons tab, go to "By group' and put in the group string the two points you are trying to connect. You can put that into a forEach (by number and without merge results) to get all your edge divisions
if you are splitting in between edges, then I think you definitely want to go the edgeDivide route as it has a connect points option
Hope it helps!
-G
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- grayOlorin
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- grayOlorin
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OK…. i vote for a rehash of the polySplit node… I got setup perfectly… however, when I put it through a forEach to do several splits, it keeps chugging and complaining that the SOP did not cook correctly… even though it is actually doing exactly what I want…
It is almost as if the error that is printing out is bogus…
more than anything, I wish I could just specify two points to connect
(i.e. p0 p7). Doing p0-7 will simply add a point in the middle of them. I have to do a very hacky thing when I get the point neighbours and do something like:
p0-1:0 p7-8:0…. it adds the edges but houdini certainly does NOT like that..
It is almost as if the error that is printing out is bogus…
more than anything, I wish I could just specify two points to connect
(i.e. p0 p7). Doing p0-7 will simply add a point in the middle of them. I have to do a very hacky thing when I get the point neighbours and do something like:
p0-1:0 p7-8:0…. it adds the edges but houdini certainly does NOT like that..
-G
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- grayOlorin
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found a temporary solution to the problem.. ise p0-1:0.001, then a fuse node to clean the stragglers resulting from this
also, the only time the polySplit node seems to act up is when you have the context sensitive manipulator on. If you are working on a digital asset and have the camera manipulator selected (meaning you are nowhere near the node with the context sensitive manipulator), then you should be OK
Hope all the noise helps
also, the only time the polySplit node seems to act up is when you have the context sensitive manipulator on. If you are working on a digital asset and have the camera manipulator selected (meaning you are nowhere near the node with the context sensitive manipulator), then you should be OK
Hope all the noise helps
-G
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- edward
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asnowcappedromance
It works fine as long as the node is selected, but as soon as I deselect it and change the incoming primitive list, it reverts back to defaults and deletes the string expression that I typed in there.
This sounds like you're in the Handle tool in the viewport, and that's what fighting the parameter value. Make sure you click on the “View” (camera icon) in the Scene View pane's left toolbar first before editing the parameter.
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- asnowcappedromance
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