Font is broken with holes

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Experimenting the export in Unreal for VFX creation, noticed in Houdini letters with holes are disconnected

Exporting as obj and importing in Unreal they resulted empty

Looking at the obj model there are holes.

Correcting using 3D Builder all appear to be ok.


Will be nice to know how to export it correctly from the beginning.
Edited by davide445 - Sept. 28, 2017 06:50:47
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Hi, could you check this out if it is working for you?
I was able to import the font into UE4 with no problems.

Houdini Indie 16.0.731

Attachments:
font_export.JPG (27.6 KB)
font_export.zip (12.2 KB)

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Will be able to test it tomorrow, but looking at your setup requiring many more steps I'm curious to know if there is a technical reason why Houdini didn't produce a closed shape in the first place.
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Hi, I have adjusted the network and made it more straightforward.
- Removed the Hole SOP.
- The Resample and and Facet SOPs are optional.

Having the Divide SOP after the polyExtrude probably is the only crucial SOP needed to fix the weird face overlap issue.

Attachments:
font_export_v2.JPG (25.8 KB)
unreal_capture.JPG (11.7 KB)
font_export_v2.zip (12.3 KB)

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Added in my graph the various nodes and appear resameple facet and hole itself didn't generate a perfect shape in the B

Instead using only divide does work

Still didn't understand why Houdini didn't created closed shapes, in fact the divide [www.sidefx.com] node does the same cleanup done from 3D Builder, in theory not necessary if the shape was be closed from the beginning. I didn't know if his design model (N-gons, NURBS, ?) did prevent him in creating closed shapes.
Edited by davide445 - Sept. 30, 2017 16:06:46
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Try a different font, some of the ‘B’s in the windows fonts are broken.
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