[Sidefx-houdini-list] meshing pattern

herman02 herman02 at netvigator.com
Tue Jul 15 09:44:02 EDT 2008


hi ben,

thanks for the advise, for changing to curve polygon lines, i may not be 
able to have full control of curvature and sometimes it create holes, 
however, it lead me to explore the smooth sop...

thanks for the help again!

cheers herman


----- Original Message ----- 
From: "Ben Schrijvers" <ben.schrijvers at guerrilla-games.com>
To: <sidefx-houdini-list at sidefx.com>
Sent: Tuesday, July 15, 2008 12:20 AM
Subject: Re: [Sidefx-houdini-list] meshing pattern


> herman02 wrote:
>> hi all, i'm exploring the houdini capacity in meshing pattern for 
>> polygon, seems to me there are limitations-
>>
>> 1. when i use the "divide" sop for a polygon box,  divide>smooth 
>> polygon>weight.... since i want to have a variation for the "weight" 
>> apply to different surface of the box, i tried to type in expression like 
>> $PT+... , however, houdini do not allow me to do so. I then tried to use 
>> attribcreate for the "weight",still do not work.
>>
>>
> Take a look at PolyBevel as well.
>
>> 2. since all the lines are straight in a polygon meshing, is there any 
>> way to select individual lines to make it as a curve?  i tried to isolate 
>> the edge and make it polyspline, however i cannot merge it back to the 
>> original surface to be part of the primitive divisions. Please see here- 
>> http://farm4.static.flickr.com/3275/2667414067_9ecd4d2426_o.jpg
>>
>>
> Maybe you can use a Resample Sop. Set it to "resample by polygon edge".
> Then use a Fuse Sop as the resample has split up the polygons.
> If you now use a Smooth Sop you will get curved lines on your box.
>
>> 3. when i use "divide">convex polygons or "tristrip" sop, is there any 
>> way to control the trianglation directions at selected primitives?
>>
>>
> The reverse sop will reverse the vertex ordering within a polygon.
> Triangles in my quick test do flip after the reverse.
> What I once did was triangulate twice. I believe I rotated the polygon
> 90 degrees around it own normal to calculate the alternative 
> triangulation.
> Then I calculated the area on both and used the smallest area. But this
> was because I wanted a convex as possible mesh.
> Not sure if you can define a rule for the reason that you want a
> particular triangle solution.
>
>> thanks!
>>
>> herman
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