How can I access the new “make circle”-function procedurally?
(I also asked on http://forums.odforce.net/topic/26204-make-circle-sop/ [forums.odforce.net] a few days ago.)
"Make circle" as a SOP?
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- Konstantin Magnus
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- Doudini
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i dont think the make circle is implemented as a SOP.
but you can use this:
http://orbolt.com/asset/mifth::mifth_make_circle [orbolt.com]
but you can use this:
http://orbolt.com/asset/mifth::mifth_make_circle [orbolt.com]
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- Konstantin Magnus
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thanks for showing me the asset.
isn`t there also a way to call the ‘make circle’-function with python?
isn`t there also a way to call the ‘make circle’-function with python?
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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- anon_user_89151269
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It would be cool to have this by default. The problem with relying on scripts/custom tools for lots of simple things is that one has to chase them in the first place, then manage them for each installation which requires time and some mental resources to keep track of what you have/has been installed, etc.
Out of the box for these simple things is always better.
Out of the box for these simple things is always better.
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- Konstantin Magnus
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I also dont think it fits Houdini´s philosophy to create a function that cant be accessed with nodes.

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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- goldleaf
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Yeah I too was disappointing they weren't available in a procedural-friendly format. I believe I found the underlying functions in the HDK, in case anyone wants to build a SOP or use inlinecpp, until they get in by default:
GU_EdgeUtils.h [archive.sidefx.com]
*edit*
Submitted as RFE #76129
GU_EdgeUtils.h [archive.sidefx.com]
// utility function that will move connected points into circles
// only loops containing points participating in two edges will be moved
GU_API void GUcircleEdges(UT_Map<GA_Offset, UT_Vector3> &edits,
const GU_Detail &gdp,
const UT_Set<GA_Edge> &gaedges);
// utility function that tries to make all connected edges the same length
// each connected island edges will move towards its own target length
GU_API void GUevenlySpaceEdges(UT_Map<GA_Offset, UT_Vector3> &edits,
const GU_Detail &gdp,
const UT_Set<GA_Edge> &gaedges);
// utility function that will project connected points along a line
// only points participating in two edges will be moved
GU_API void GUstraightenEdges(UT_Map<GA_Offset, UT_Vector3> &edits,
const GU_Detail &gdp,
const UT_Set<GA_Edge> &gaedges);
*edit*
Submitted as RFE #76129
Edited by goldleaf - June 16, 2016 23:22:37
I'm o.d.d.
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- MorganNilsson
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- goldleaf
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- Andr1
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- animatrix_
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There are some modeling operations like this one that are not exposed so you can either implement it yourself, or call the HDK function from a C++ Wrangle node and wrap it as a new HDA:
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]

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- probiner
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