Adding polygons/subdivision base on attribute
8177 6 1- sandzuro
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- old_school
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Yes. Each SOP may have it's own group type requirement: points, primitives, edges…
See the example file for a couple different ways.
Uses a single painted point attribute of your choosing. Most refinement type SOPs take primitive groups so you need to promote the point attribute to primitive attribute either for direct use in group fields or in a Group Expression SOP.
See the example file for a couple different ways.
Uses a single painted point attribute of your choosing. Most refinement type SOPs take primitive groups so you need to promote the point attribute to primitive attribute either for direct use in group fields or in a Group Expression SOP.
There's at least one school like the old school!
- sandzuro
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jeffThanks a lot, i came to much less efficient variant, with subdividing geometry first then deleting parts without color attribute and combining results with a lowpoly mesh after that.
Yes. Each SOP may have it's own group type requirement: points, primitives, edges…
See the example file for a couple different ways.
Uses a single painted point attribute of your choosing. Most refinement type SOPs take primitive groups so you need to promote the point attribute to primitive attribute either for direct use in group fields or in a Group Expression SOP.
Edited by sandzuro - 2017年3月9日 15:59:15
- Marcolax
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- RazIP13
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old_school
Yes. Each SOP may have it's own group type requirement: points, primitives, edges…
See the example file for a couple different ways.
Uses a single painted point attribute of your choosing. Most refinement type SOPs take primitive groups so you need to promote the point attribute to primitive attribute either for direct use in group fields or in a Group Expression SOP.
Thank you for the example
I am trying to do something similar but with a Mask. I am still struggling to figure out why it doesn't work as expected.
- Adriano
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old_school
Yes. Each SOP may have it's own group type requirement: points, primitives, edges...
See the example file for a couple different ways.
Uses a single painted point attribute of your choosing. Most refinement type SOPs take primitive groups so you need to promote the point attribute to primitive attribute either for direct use in group fields or in a Group Expression SOP.
Correct me if i'm wrong, but this method does not allow to use a integer attribute to define the level of subdivision depth per primitive, correct? I'm desperately trying to increase the amount of subdivision around a specific object (ocean around a boat), but it is not working. Why is that? And i do want polygons, i'm not planning to render that ocean with displacement, i need the polys close to the boat and less and less further away in the background.
Cheers,
A.
- animatrix_
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Adrianoold_school
Yes. Each SOP may have it's own group type requirement: points, primitives, edges...
See the example file for a couple different ways.
Uses a single painted point attribute of your choosing. Most refinement type SOPs take primitive groups so you need to promote the point attribute to primitive attribute either for direct use in group fields or in a Group Expression SOP.
Correct me if i'm wrong, but this method does not allow to use a integer attribute to define the level of subdivision depth per primitive, correct? I'm desperately trying to increase the amount of subdivision around a specific object (ocean around a boat), but it is not working. Why is that? And i do want polygons, i'm not planning to render that ocean with displacement, i need the polys close to the boat and less and less further away in the background.
Cheers,
A.
I would recommend adaptive subdivision rather than trying to store final subdivision levels as an attribute, as that won't have enough resolution to have fine subdivisions. I used this approach on ocean interactions many times:
Senior FX TD @ Industrial Light & Magic
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Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
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