Hi,
1. I've got some pretty complex geometry and its rendering quite slowly. I'm trying to find a way to combine all the intersecting surface into one unified surface, which i can further optimize with ‘polyreduce’, i hope.
PolyReduce seems to be ok but it still retains the intersecting groups. I think these intersections are hogging the cpu.
2. Can any one suggest a way to change the topology of an object. So that a previously messy polgon mesh is somehow made more regular, neater?
Any advice very welcome.
Thank you.
Mark.
Optimizing Geometry
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- Houdinski
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- circusmonkey
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Hi Mark :
Theres are lots of things you can consider . The facet SOP should be your first port of call its the swiss army knife of Houdini used for cleaning up geometry.
You could also look at using a geometry ROP to write out the geometry , so then you are reading in geometry without all the history.
Rob
Theres are lots of things you can consider . The facet SOP should be your first port of call its the swiss army knife of Houdini used for cleaning up geometry.
You could also look at using a geometry ROP to write out the geometry , so then you are reading in geometry without all the history.
Rob
Gone fishing
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