Mike Abbott
Mike_A
About Me
Generalist 3D freelancer with many years experience in 3D modelling, technical and concept visualisation and 3D / 2D compositing.
Also highly experienced certified trainer in Photoshop, After Effects and PremierePro.
EXPERTISE
Generalist
Houdini Skills
ADVANCED
Procedural Modeling
INTERMEDIATE
Environments | Digital Assets | Animation | Lighting | VEX
Availability
I am available for Freelance Work
My Gallery
Recent Forum Posts
New H22 icons Aug. 12, 2026, 9:35 a.m.
I totally agree with the OP.
For a program at the pinnacle of the visual effects world, there seems to be a surprising lack of understanding / skill / resource applied to areas such as icon design. At the H22 launch when Cristin introduced the new interface work, he passed a comment about it being much more than '...some new icons, oh la la...'. Clearly there has been a huge amount of work on the interface technology and backend - and I'm sure we all appreciate that, but comments such as that seem to reveal a real lack of appreciation of the importance of UI design.
The fact is it's those icons that form a significant part of access to the software. There seems little consistency in design language, and a major lack of awareness of scale. UI icons need to be legible and readable at very small sizes - and many of them aren't.
It's great to see the development of the foundations of the new UI in H22, and as those have come into place I really hope Sidefx will put more emphasis on the refinement of the UI - including those 'oh la la' icons.
For a program at the pinnacle of the visual effects world, there seems to be a surprising lack of understanding / skill / resource applied to areas such as icon design. At the H22 launch when Cristin introduced the new interface work, he passed a comment about it being much more than '...some new icons, oh la la...'. Clearly there has been a huge amount of work on the interface technology and backend - and I'm sure we all appreciate that, but comments such as that seem to reveal a real lack of appreciation of the importance of UI design.
The fact is it's those icons that form a significant part of access to the software. There seems little consistency in design language, and a major lack of awareness of scale. UI icons need to be legible and readable at very small sizes - and many of them aren't.
It's great to see the development of the foundations of the new UI in H22, and as those have come into place I really hope Sidefx will put more emphasis on the refinement of the UI - including those 'oh la la' icons.
Cop network in obj July 30, 2026, 5:21 p.m.
Thomas_Dorone
Looks like I can't add a standalone Copnet in obj network, adding a copnet puts it directly into a sop network.
And file an RFE: https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
Connect points in a flat primitive? July 29, 2026, 5:56 p.m.
In this particular case you could probably just use a Divide SOP with the 'Maximum Edges' parameter set to 4.
Another approach would be to 'Dissolve SOP' the 'end' edges - enabling 'Create curves when dissolving boundary' - leaving you with two open curves. Following this you could:
Add a 'Polybridge' SOP to bridge them back together. Use 'Implicit Pairing' set to 'Use Edge Counts' on the Pairing tab.
Or add a 'Reverse' SOP - set to primitive group "0" - to reverse the direction of one curve, followed by a 'Skin' SOP.
Another approach would be to 'Dissolve SOP' the 'end' edges - enabling 'Create curves when dissolving boundary' - leaving you with two open curves. Following this you could:
Add a 'Polybridge' SOP to bridge them back together. Use 'Implicit Pairing' set to 'Use Edge Counts' on the Pairing tab.
Or add a 'Reverse' SOP - set to primitive group "0" - to reverse the direction of one curve, followed by a 'Skin' SOP.