Trying to create a box grid....

Hi All,

I’m trying to create something like this:
[url]http://image.rakuten.co.jp/s-deco/cabinet/c/gridbox_b.jpg[/url]

When I create a box with divisions, it looks like this:
[url]https://app.box.com/s/xru77v6f3h2zgo9dn1r5ct215fuwheh8[/url]

any suggestions on how to create something without the ‘inside’ points?

Thanks.

-Brad.

I guess the easiest option would be to add a Delete SOP after your Box SOP, set it to Delete Selected Geometry, and set the selection to Bounding Box. Make that bounding box just a bit smaller than your original Box SOP.

I did try that, but nothing actually got deleted. Maybe I am using the delete sop incorrectly?

[url]https://app.box.com/s/1smq78xgamwg2nnxq41scdpty5rj3kng[/url]

You can use a box sop without subdivisions and use a resample or subdivide sop I think

in the file you can find the suggestion of hrtlacek (which is actually the fastest and best way) + other ways to create a box grid… :slight_smile:
playing in the box.3.toe (5.97 KB)

Great examples of how to accomplish this in SOPs, and some fun with particles too!

However, a performance tip to note; do not get in the habit of using the Material SOPs to apply materials, it is always better to apply your materials to the Geo COMP level.

Hi Everyone, thanks for the tips.

Ben - what’s the downside to doing this with material SOP vs. Geo? CPU/processing requirements?

Can somebody explain why the option of a Delete SOP slightly smaller than the Box SOP does not work, as I indeed found out too now?

nettoyeur, thats a good puzzle.
For the 3 by 3 Division box, if you do the delete thing, the funny thing is, you can delete the points in the middle, but it will still look the same because you have 4 edges from each face of the box to the opposite face. So, even if you didn’t have any points within the cube, it would still look like that.
The delete SOP doesn’t allow us to catch the edges and delete those. Would be interesting to get this to work, not sure how one would do that.

SOPs are CPU based and a cook will generally have to iterate over the individual vertices/faces/points of the geometry on the CPU. When you work at the COMP level, the geometry has just been passed to the GPU and operations are happening on a single object on the GPU (transforms, etc).

Copy, merge, make a hole, copy again. :slight_smile:

geo_box_grid.tox (1.47 KB)

Add some holes to the list ^^

playing in the box.5.toe (6.97 KB)