how to resample a curve depending on the curvature?

   20388   6   5
User Avatar
Member
289 posts
Joined: 7月 2005
Offline
Hi All,

I would like to resample a curve so that it has more divisions with sharp angles and less till virtually zero devisions when it is straight.
I want to use this for the sweep function.

Cheers
A computer is almost human - except that it does not blame its mistakes on another computer.
User Avatar
Member
2199 posts
Joined: 7月 2005
Online
you could resample the whole thing quite densely and then use the facet sop with remove inline point on to reduce the number of points in the straight bits.
The trick is finding just the right hammer for every screw
User Avatar
Member
289 posts
Joined: 7月 2005
Offline
Hi Simon,

Thanks again!! It works.
A computer is almost human - except that it does not blame its mistakes on another computer.
User Avatar
スタッフ
2540 posts
Joined: 7月 2005
Offline
Remove in-line doesn't selectively remove points from curved areas, only the straight sections wich is fine most of the time.

Use Resample SOP as above then take away points using the Refine SOP.

Set First U to 0.
Set Second U to 1.
Check the Unrefine option.
Slide the Tolerance U back and forth to remove points based on curvature.
There's at least one school like the old school!
User Avatar
Member
10 posts
Joined: 11月 2018
Offline
i was trying to do the same thing, problem with this last method is that there is no local control. The curve gets refined the same way across the whole curve no matter the rate of change in direction. same thing with the facet sop. i think a more complicated approach is needed to make this more precise. maybe features should be grouped at first and then refined?

Attachments:
crv.JPG (60.6 KB)

User Avatar
Member
8785 posts
Joined: 7月 2007
Offline
PhilipPappas
… The curve gets refined the same way across the whole curve no matter the rate of change in direction…
maybe your tolerance/distance is too high

Attachments:
unrefine_by_curvature.hip (72.7 KB)

Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
100 posts
Joined: 1月 2015
Offline
Divide (avoid small angle ?) / polyreduce (equalize Lengths: 0 ?) / Divide (remove shared edges).
Not sure if the optional brackets(?) are needed.

For the same amount the final points, polyreduce gives a much better silhouette, … refine and facet tends to create very long segments with kinky curvature.

Attachments:
Polyreduce.jpg (390.8 KB)

Gameloft
  • Quick Links