Basis Curve LOP (Solaris)
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- traileverse
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- 365 posts
- Joined: Nov. 2015
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- traileverse
- Member
- 365 posts
- Joined: Nov. 2015
- Online
Got this working by defining a vector array call points with position coordinates and also a curveVertexCounts integer array with the number of vertices to define the curve. If you plan to render the curve you’ll probably need a float array attribute call widths which will need to be same array length as points array.
Edited by traileverse - Sept. 3, 2021 22:59:12
hou.f*ckatdskmaya().forever()
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- mtucker
- Staff
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- Joined: July 2005
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The Basis Curve LOP is really not a great way to author curve primitives (as you've seen - though it is possible with a Wrangle LOP). It's much easier to use SOPs to generate your curves, and then use a SOP Import.
The Basis Curve LOP is a very low level utility node for making block edits to a bunch of USD curve prims (turn off subdivision on all the curves in the whole scene). Or to create an empty placeholder prim so that you have a primitive of the right type at the expected location in your scene graph, with the intention of filling in the real data later (create /world/characters/bob/hair as a basis curves prim, but don't populate it with any actual hair curves - that data will come from that CharFX department later in the pipeline).
The Basis Curve LOP is a very low level utility node for making block edits to a bunch of USD curve prims (turn off subdivision on all the curves in the whole scene). Or to create an empty placeholder prim so that you have a primitive of the right type at the expected location in your scene graph, with the intention of filling in the real data later (create /world/characters/bob/hair as a basis curves prim, but don't populate it with any actual hair curves - that data will come from that CharFX department later in the pipeline).
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