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JLuiten


I'm running into a weird issue that I'm not sure how to google, because I genuinely don't know what search terms to use. None of my attempts have yielded results so far.

Larger context: I'm attempting to generate a city grid for a labyrinthine, abandoned, and overgrown city. I want the city grid to be chaotic, but still very geometric.

Because of that, I am using the Labs Lot Subdivision node. Unfortunately, the Lot Subdivision node creates these "t-junction" areas that I can't fuse together, resulting in overlapping edges when I try to convert it to polycurves to create the roads.

Things I've tried:
- Boolean union with lot subdivision as both inputs (with treat as surface enabled). This seems to work in similar cases, but not here.
- Boolean union with the lot subdivison input and output used as inputs.
- convertline -> polypath -> (intersectionanalysis) -> intersectionstitch. This actually partially gives the desired output, except for whatever reason it creates a lot of edges all over the place when used with lot subdivision.

Nothing I tried so far works, and I genuinely can't think of anything else to try, except perhaps brute force VEX. It feels like there should be a better solution to this. Does anyone know any?
tadian
Did you try a fuse node?
raincole
Obviously Fuse SOP won't work because there isn't a point to fuse to.

But:

Boolean union with lot subdivision as both inputs (with treat as surface enabled)

This works for me.
CYTE
Another thing you can try is the clean SOP, which consolidates points with the corresponding value slider.

Cheers
CYTE
raincole
I feel like people are not reading what OP's issue is...

OP's question can boil down to: I have two square like this. How to cut two new points at these intersections?



Fuse or Clean don't help here, because they work on points, and the issue is the lack of points.
ajz3d
Boolean shatter might help.
Mike_A
Pipe the geo into both inputs of Labs Polyscalpel. Set the Source Geo Type to Polygon Surfaces and the defaults will generate the points I believe. Follow with a Fuse if required.
ajz3d
Mike_A
Pipe the geo into both inputs of Labs Polyscalpel
Polyscalpel relies on boolean shatter, but it comes with a significant overhead in the form of a multitude of other nodes that negatively affect cooking times. For this particular case, using just the Boolean SOP in shatter mode, would most likely result not only in lower cook times, but also a simpler setup when compared to Polyscalpel. Just saying.
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