I've been trying different solutions for a couple of days, but nothing works completely. My original geometry doesn't have clean, nicely ordered point numbers, so when I extract an edge loop using the disolve SOP the points are randomly ordered and it's tough to process them afterwards.
Firstly, I need to extract two parallel edge loops out of a pipe-like geo and bridge them to form a single-sided tape that I can run through sims. Besides the point ordering issue, whenever I extract the edge loops (which appear to be valid polygon curves) I find that they have twice as many vertexes as points :shock:. There's no operation I can do to fix that and even the clean SOP doesn't do the job properly, it always invisibly breaks the “curve” and I can't loft the curves properly.
I'm open for new ideas at this point, as long as I don't have to use the HDK…
tamte sort it by vertex order and use good old Add SOP to recreate curve
Thanks, Tamte, although I have tried that and it didn't really work cause of the intrinsically messed up geometry that I have to work with. when I try to sort by vertex it still doesn't work as I would expect…
I'm posting a piece of the geo, in case you have a chance to look at it.
rafaels Thanks, Tamte, although I have tried that and it didn't really work cause of the intrinsically messed up geometry that I have to work with. when I try to sort by vertex it still doesn't work as I would expect…
I'm posting a piece of the geo, in case you have a chance to look at it.
If its always going to be a Tube shape then just use a MatchTopology SOP ahead of time to sort the points into a reasonable order, then you can use all sorts of lovely SOPs to get an edge loop.
I'm not completely certain what your topology looks like, but I've fixed tube-like point orders by applying a cylindrical uvtexture and then putting $MAPU in Sort SOP's expression field.
For nasty cases you might lay down a spline, sweep a circle or use polywire, transfer UVs, and do the above. Maybe with some raying for good measure