Circle UV
6560 9 2- ramin22
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- zarti
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anyway ,
ramin22 , im not sure if the circle you are referring to ( in the opening post ) comes out of any previous operation or it is a ‘fresh’ one .. ,
but if the case is that you are creating it , id suggest to start with a Tube SOP . from there , you can have the additional V coordinates and a Carve SOP to control the extracting just as you illustrated above .
.. see the attached hip example .
oc , you can pack those in an otl and call any time later with a single click . a circle with Us and Vs .
.cheers
ramin22 , im not sure if the circle you are referring to ( in the opening post ) comes out of any previous operation or it is a ‘fresh’ one .. ,
but if the case is that you are creating it , id suggest to start with a Tube SOP . from there , you can have the additional V coordinates and a Carve SOP to control the extracting just as you illustrated above .
.. see the attached hip example .
oc , you can pack those in an otl and call any time later with a single click . a circle with Us and Vs .
.cheers
except the things that cannot be seen , nothing is like it seems .
- ramin22
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thanks. i like this trick more than the skin. i have used your idea and altered it a little bit to make it shorter. download the hip file to see it. but i am not satisfied yet. for one thing we have 10 points in the origin which bothers me somehow.
1. how can i merge them into one point?
2. we have several methods for creating the circle, i understand that some of them are an open circle but why haven't they added a UV circle too? i am not trying to say that houdini is bad, i am just trying to understand what limited them in doing this, and understand the circle node better.
1. how can i merge them into one point?
2. we have several methods for creating the circle, i understand that some of them are an open circle but why haven't they added a UV circle too? i am not trying to say that houdini is bad, i am just trying to understand what limited them in doing this, and understand the circle node better.
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