I'm stuck trying to come up with a solution in Houdini to handle taking a 2d input shape and creating the fewest number of rectangles to fill the space. Something similar to these examples in order to generate a series of rectangular volumes in a game engine.
I thought maybe I could abuse the UVlayout SOP to do some box packing but I havent had much luck on that front. I've managed to take an input shape (red) and convert it into a rectilinear polygon. I'm stuck at trying to figure out how to now recursively subdivide it down into the fewest number of rectangles.
Hoping someone may have a suggestion on how to approach this. Thanks!
Any tips on how you're achieving this? I'm trying to solve a similar problem, where I'm trying to partition heightmap cliff geometry into rectangular-ish clusters in order to instance rocks.
Jolly Any tips on how you're achieving this? I'm trying to solve a similar problem, where I'm trying to partition heightmap cliff geometry into rectangular-ish clusters in order to instance rocks.
I don't see how this is the same problem. Is HF a grid? Yes, but much much finer one than the one I'm dealing with, then you also have height which what I was looking for does account for. I presume you want the edges aligned with the slope. In my case they are always aligned with the axis. Maybe another time I come up with an abstract solution for any orientation (2D)