Curves in Houdini
Curves
use Bezier curve if handles and precise control is needed!! (nurbs curves have no handles!!)
shortcuts
F G H O
connect 2 curves to single curve
add 2 curves (or labs spiral) add fuse node group: select the 2 endpoints uncheck snap distance
check if multiple primitives
click on display primitives numbers icon (on right side of viewport) add polypath node to connect the 2 curves
create rounded corners from pointy shape
add bezier curve node then click a couple of times to draw something hit F key and select a point click on Create Rounded Corners Icon then drag the big middle point to set a corner radius then adjust shape by moving points, which will keep radius!
adjust radius to relative value
hold down crtl and drag middle point
remove the rounded corners
click on remove rounded corner button
convert to adjustable points (with handles)
select points parameters -> rounded corners (at bottom) -> click bake selected rounded corners
use for:
quick bottle shapes, organic shapes architecture, mechanical stuff use this to create a bottle shape really fast, by clicking together a couple of points, then selecting all points and round them
draw curve
add curves node primitive type: bezier hit ENTER when done hold down crtl + shift to change corner from bezier to square hold down A key to get arc
edit/move points
hit F key, then click on points and move them (don't use edit SOP) shift + click on curve to select all points
quickly change tangents
hit F, select a point then use shortcut 1 2 3 to Make Corner / smooth / balanced hold down crtl + shift to only adjust length of handle hold crtl to break tangent
add points
holding crtl and clicking on curve
add new points at beginning or end
hit G, then click on end point to continue drawing
join curves
add 2 curves hit F key, right click -> join points
or
add merge node then in viewport editor add join node
or
add fillet curve to join 2 curves with a new segment
move curve
hold shift and click drag press K to bring up transform tool ... add another curve node for easy editing
prepare curve for sweep node
(polyextrude does resample automatically, but not sweep) create curve for cross section and another where it should flow use transform node to align the cross section curve feed them into sweep node (click display primitive hulls icon on right side of viewport to see the control polygon that is used for the cross section) add resample node (this converts the bezier curve into a polygon curve) uncheck maximum length check maximum segments (convert node works too) add refine node (removes points which are not needed, lower res) first U: 0 second U: 1 unrefine tab -> tolerance U: 0.001 (adjust this parameter until points only remain on curve and none on straight lines)
adjust curve to only use a minimum of points
(create some curve with lots of points) add facet node check remove inline points then adjust distance
for adjustments of curves
add another curve node below original one
or
use Edit node (if using older Houdini Verions < H19)
flattening curve on one axis
add transform node scale: 1 0 1 (to flatten Y axis)
draw curve through specific points
check Auto Bezier Draw mode and click on points
cut away a part of curve
add carve node use FirstU and Second U for start/end points alternatively use clip/knife node (also add a resample node because clip/knife can only operate on a polycurve)
create a cross profile with 2 curves
add 2 curves, one for top view and one for side view add resample node after both curve nodes (this converts the bezier curve into a polygon curve) uncheck maximum length check maximum segments add them to skin node
extract or copy a curve from geo
press 3 to go into line selection mode make a selection (shift + a) tab -> edge group to curve node (labs tools) (easier to use than dissolve node)
connect all points with lines
add circle arc type: open arc add connect adjacent pieces connection type: adjacent points add polywire