xue yue
Xue_Yue
About Me
Connect
LOCATION
Not Specified
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Modeling Task Help - roll open corner inward Nov. 7, 2025, 5:18 a.m.
Hi Konstantin,
thank you for your help! It took me a moment to fully understand what you were doing, but it’s a really clever idea. Cool that I can use the clean rolling of the bend SOP as I did in the example.
I also wasn’t aware that the UVtexture SOP provides 'normalized depth' in the third UV attribute value. That could be very useful for future setups as well. Thanks again—I really appreciate it!
thank you for your help! It took me a moment to fully understand what you were doing, but it’s a really clever idea. Cool that I can use the clean rolling of the bend SOP as I did in the example.
I also wasn’t aware that the UVtexture SOP provides 'normalized depth' in the third UV attribute value. That could be very useful for future setups as well. Thanks again—I really appreciate it!
Modeling Task Help - roll open corner inward Nov. 6, 2025, 8:15 a.m.
Hello,
I’m stuck on what I thought would be a simple modeling task. On a cylindrical object, I want to smoothly round the open edge inward. I’ve tried Soft-Transform and a variety of other approaches, but I can’t get it to look right.
A key requirement is that I don’t add extra geometry. In my case, I need to keep the existing topology; otherwise, I run into strange UV issues. It should also preserve the polygon areas as much as possible.
I created this simple example to illustrate the goal. However, in my actual file the cylinder is part of a larger object, so I can’t unroll it and use a Bend SOP to curl it in, as I did in this demonstration:

Any ideas on how to approach this?
Thanks!
I’m stuck on what I thought would be a simple modeling task. On a cylindrical object, I want to smoothly round the open edge inward. I’ve tried Soft-Transform and a variety of other approaches, but I can’t get it to look right.
A key requirement is that I don’t add extra geometry. In my case, I need to keep the existing topology; otherwise, I run into strange UV issues. It should also preserve the polygon areas as much as possible.
I created this simple example to illustrate the goal. However, in my actual file the cylinder is part of a larger object, so I can’t unroll it and use a Bend SOP to curl it in, as I did in this demonstration:

Any ideas on how to approach this?
Thanks!
Tree Wire Sim not stiff and not glued Nov. 4, 2025, 11:59 a.m.
Hey,
I thought I'll give this a quick try. I am aware that the geo is a bit trashy, but I wanted to test it anyway.


It is the vellum hair constraint, glue constraint, four substeps and 4000 constraint iterations (this might be way to much). Of course this would need some tweaking, but I think it works in general and I hope it helps.
I thought I'll give this a quick try. I am aware that the geo is a bit trashy, but I wanted to test it anyway.


It is the vellum hair constraint, glue constraint, four substeps and 4000 constraint iterations (this might be way to much). Of course this would need some tweaking, but I think it works in general and I hope it helps.