Showing posts with label cut. Show all posts
Showing posts with label cut. Show all posts

Tuesday, 28 March 2023

fusing geo using uv attribute (eg. separated head from neck)

Lets say you've separated the head geo from the body for rigging purposes or otherwise.
How do you glue it back together reliably, without resorting to many individual vertex pair selections and fusing each?
UV's! As long as your mesh has good non overlapping UV's (which existed before you chopped it), you can promote them from vertex to point (might as well give it a new name, and keep the originals for actual texture use) then specify this new attribute at the Match Attribute (see below). Turn off Snap Distance, as the UV data is what will snap vertices/points together (in this case I've called it fuse_uv). I've left everything else in the Fuse node as default.
This is super handy especially if your model's point count is not fixed (eg you're not sure where you're cutting the model yet)


Monday, 21 November 2022

another way to cut or slice objects




Use 2 clip SOPs in a For Each loop. The "detail" function access the iteration number. These little expressions are pasted in the X, Y or Z origin boxes. The first cuts to the top of the division, The second cuts to the bottom of it (technically to the top of the previous iteration - which is what the "-1" is for.

 -8.26+detail("../foreach_count1", "iteration",0)*4

-8.26+(detail("../foreach_count1", "iteration",0)-1)*4

This does not create interior detail - but is good for troublesome geo.

Tuesday, 15 November 2022

Cutting/slicing up an object in equal divisions

 Houdini Quick tip - slice equally - YouTube

Sometimes the Boolean Fracture lets you down, so use the Voronoi Fracture, and feed a line into the second input. That is pretty much the gist of the video.