#Edge blending with meshes skin#
Last step is six point bezier curve, well known as G2 blend in NurbS world, used to loft the fillets, by Skin SOP. This is to avoid 'bulging', invoked by linear cuts over polygons. In next step, curve is re-sampled again to final fillet resolution, also there's new spatial query to cuts, this time only to match the final position, while orientations are derived from low res curve. From that curve, there's spatial query to cuts on meshes, to get closed points.
![edge blending with meshes edge blending with meshes](https://i.stack.imgur.com/7zWLH.png)
Intersection curve is re-sampled down and converted to NURBS, to get as much smooth fillet. Final offset Cuts on meshes are also Pol圜ut SOP done by spatial query, XYZ Distance VOP and such. Sampled SDF is saved as float attribute, zero SDF is used by Pol圜ut SOP to create intersection curve. How it works: First step is volume sample of VDB representation of another mesh. Also added some auxiliary functionalities, like reversing polygons if needed, uv creation and such.
![edge blending with meshes edge blending with meshes](https://i.stack.imgur.com/IZTSf.png)
Basically it's same, just changed a long distance geometry query to VDB sampling, it seems to fits best. But I don't see the ideal method, once it works on mesh, instead of NURBS surface. Screenshot is the last VOP, which makes final 'reshaping' along point number distribution of Polyxtrude SOP.Īll in all, I don't feel very satisfied with this - while '6 point bezier curve' basically is the thing, commonly used for NURBS blends, all the rest is a chain of pretty much arbitrary steps, just in order to get so so smooth distribution, against 'hard' cut on meshes. As final adjustment, there's what usually is called 'point to plane projection', points are aligned again, according to normals on cuts. 3 points, linearly distributed on each side.
![edge blending with meshes edge blending with meshes](https://mechanicalbase.com/wp-content/uploads/2020/07/1-67.png)
This helped a bit, to get a smoother distribution of directions.Īt the end, there's '6 point bezier curve', created between positions on NURBS curve, and closest point on 'final cuts' on meshes. Later, curve is re sampled again to around 4 - 8 times higher res, leaving the saved attribute to be interpolated by Houdini. From positions on curve, I got the closest point of 'final cut' of both meshes, using XZY Distance, this vector is saved as attribute. There's curve, created on intersection od meshes ( while intersection is created by polysplit SOP, driven by distance, I got by XZY Distance VOP).Ĭurve is re sampled and converted to NURBS, to get it smooth. Really sorry for late answer, I just overlooked this thread. Your fillet curves/surfaces are actually quite nice.