Deleting overlapping primitives
1267 2 0- frying_pan
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Hello I am using a points from volume to fill an object with a cube that has the bottom blasted out that is being copied using a copy to points node, I am having intersecting planes all over the bottom since the walls of the cubes touch each other. I tried using a clean sop and poly doctor but cant seem to get it working. Also I am not packing the geo when copying the cubes over. Any suggestions? Thanks
- animatrix_
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Hi,
After fusing your geometry, you can run 2 primitive wrangles like this:
Serialize point list:
Delete overlapping polygons:
If you want to keep the first overlapping polygon rather than deleting all, you can do this:
After fusing your geometry, you can run 2 primitive wrangles like this:
Serialize point list:
string serializePointIndices ( int primIndex ) { int indices [ ]; int count = primvertexcount ( geoself ( ), primIndex ); for ( int i = 0; i < count; ++i ) { int index = vertexpoint ( geoself ( ), vertexindex ( geoself ( ), primIndex, i ) ); push ( indices, index ); } indices = sort ( indices ); return sprintf ( "%s", indices ); } s@pointList = serializePointIndices ( @primnum );
Delete overlapping polygons:
string pointList = prim ( 1, "pointList", @primnum ); int count = findattribvalcount ( 1, "primitive", "pointList", pointList ); if ( count > 1 ) removeprim ( geoself ( ), @primnum, 1 );
If you want to keep the first overlapping polygon rather than deleting all, you can do this:
string pointList = prim ( 1, "pointList", @primnum ); int index = findattribval ( 1, "primitive", "pointList", pointList ); if ( @primnum != index ) removeprim ( geoself ( ), @primnum, 1 );
Senior FX TD @ Industrial Light & Magic
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Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
- tamte
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