Primitive/Polygon displacement

Hey dear community!

It´s been a fun time working with the POP operators. :slight_smile:

I have a question regarding a problem that I am facing and trying to solve since a while.
When I polygonize from TOP to POP, it appears that it can only output Quads/Triangles/etc and doesn´t seem to save separate objects as a primitive. In SOP space I use the Trace SOP and get whole surfaces.

What I´d like to do is to polygonize an image (in my case a stage with separated parts) and access each part of the stage as a full surface, so I can fe. displace these based on a Field and Transform POP in the Z axis. (to achieve a back/forth per part of stage 3D effect from an image)

When I try this, it creates a lot of faces on an object, which would be one surface in SOP space. There I could easily point out the centerprim and push that attribute to GLSL Mat to achieve this effect.

I will add a tox file, so you can better understand what I mean. Would be really amazing if someone could help me out with this. :slight_smile:

Best
Bojan

POP_surface_problem.toe (6.6 KB)

Hello,

This is a current limitation of POPs that there is no support for polygons with arbitrary number of sides, the max is 4 with quads.

On the other hand Line Strips can have arbitrary number of points, as well as be closed, and we’re planning on adding features to triangulate closed line strips, so one way would be to work with line strips until the rendering step where you could convert them to triangles/quads.

Another limitation currently is the polygonize POP, if you uncheck Fill 2D Surface, outputs a lot of line segments , but we’re planning as well to add features to convert connected line segments to a single line strip.

So unfortunately not quite possible to achieve the same right now in POPs but we’re working on it!

Hey,

I understand - looking forward to the new updates! Thank you for your time.

Best