Tessellation Quad Topology

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Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?
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Lyonz
Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?

If you want to add quads prims to ngons object, you can use DivideSOP with Breaker Split option turned on. If you want to add polygons to smooth the object, use SubdivideSOP.
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Lyonz
Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?

If you want to add quads prims to ngons object, you can use DivideSOP with Breaker Split option turned on. If you want to add polygons to smooth the object, use SubdivideSOP.

This method works using the Divide SOP with the Bricker Polygon option turned on but if the model is more complex, the Bricker Polygon option doesn't work in straight lines.
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Lyonz
Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?
If you run it through a subdivide SOP with one level of subdivision, all the polygons will be quads (even triangles will be turned into quads). But I don't know what the 3ds max operation does.
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Lyonz
Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?
If you run it through a subdivide SOP with one level of subdivision, all the polygons will be quads (even triangles will be turned into quads). But I don't know what the 3ds max operation does.

It basically spilts the model without changing the geometry in 3ds max. But using the subdivide in houdini smooths the object at the same time as turning it into quads.
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It basically spilts the model without changing the geometry in 3ds max. But using the subdivide in houdini smooths the object at the same time as turning it into quads.
You can use crease attribute to control smoothness of subdivided surface. Turn on “Override Crease Weight Attribute” parameter and set it high. It will add quads leaving your shape as is.
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Lyonz
It basically spilts the model without changing the geometry in 3ds max. But using the subdivide in houdini smooths the object at the same time as turning it into quads.
You can use crease attribute to control smoothness of subdivided surface. Turn on “Override Crease Weight Attribute” parameter and set it high. It will add quads leaving your shape as is.

Cheers this method is what i was after it is similar to Tessellation in 3ds max.
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