The Box SOP
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Box
The box sop makes a cube! - Also known as a "box." You have the option of creating a box based on various primitive types - Polygon, Polygon Mesh, Mesh, NURBS, Bezier, and Points
Primitive Type:
It's helpful to think of the "primitive" as the mathematical formula which is responsible for creating something your scene. So, which "formula" would you like to use?
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Polygon:
-- Single polygon faces are used to generate the box. These polygon faces are merged together at the corners with the "consolidate corner points" checked on. Here are the differences between "polygon" and "polygon mesh":
* Polygon Gives you the option to toggle the divisions setting. This transforms your polygons into polylines. These polylines can be subdivided along the polygon with the divisions. Enforcement bars is also available which gives you the option to diagonally connect those poly lines. The "Polygon Mesh" does not have these options available. In addition, you can not subdivide your polygons when the primitive type is set to "Polygon." Instead, to subdivide along the faces, you'll need to use "Polygon Mesh."
Polygon Mesh:
-- Polygon mesh is similar to "Polygon," but instead you now have the option to select what sort of connectivity you would like to use along with axis divisions along the polygon faces. To see these various connectivity types, please see the video above at around 3 minutes.
Mesh:
-- A "mesh" primitive is basically the same thing as a NURB surface with straight isoparms. Why does this exist? Because way back in the days of windows 98, they needed to save memory. Polygons took more information to express a face, whereas a "mesh" primitive used less. It's a very rare to non-existent situation where you would want to use a "Mesh" primitive type these days, but it's there in case you'd like to experiment with it.
NURBS
-- NURBS stands for "Non-Uniform Rational Basis Spline." What this means in practical terms is that unlike polygons, the interpolation between each vertex of the primitive isn't linear. And the math behind the hood is different because NURBS uses curves to determine the shape of the primitive.
-- Bezier curves & surfaces appear to be the same thing as NURBs, however, they are different in how the curve operates. According to the SideFX docs:
https://www.3dbiology.com/nurbs-vs-bezier-whats-the-difference/
In general, I would recommend working with NURBs surfaces, unless you have a reason to use Bezier surfaces.
Points:
-- This setting only keeps the points of the box.
Size:
-- How large is the box?
Center:
-- Where shall thy box be placed?
Rotate:
-- How shalt thy box be rotated?
Uniform Scale:
-- How shalt the cube be scaled overall?
Axis Divisions:
-- This is available when using Polygon Mesh, NURBS, Bezier, or Points. This setting determines how many times the cube should be subdivided.
Axis Orders:
-- This is only available when using Bezier or NURBs. Imagine a certain number of cvs which span across each surface patch. The number of cvs which belong to each patch are determined here. To see what this does, simply play around with the parameters and experiment with moving the cvs around.
Divisions:
-- This is available when using Polygons. See above in the "Polygon" section for information.
Enforcement Bars:
-- This is available when using Polygons. See above in the "Polygon" section for information.
Oriented Bounding Box (points only):
-- When you plug something into the box sop, the box sop will take the bounding shape of the incoming geo. It will not, by default, orient that bounding box, however. Checking on this parameter will orient the box. See below images:
Add Vertex Normals:
-- By default, implicit vertex normals are present on your box. However, this normal data is not stored as a vertex attribute that you see when middle-mousing the node. Checking this box on will add the vertex N attribute.
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Aug 28th, 2024 Changelog
General Changes:
• New, simplified website design is now live!
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◦ The after-login page now features courses that are sorted by ones that you have recently watched. This makes it easier to continue watching whatever you’ve been working on without scrolling through all the courses to find what you’re looking for.
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◦ “CG Forge Academy” has been replaced with a “Mentorship Calls” at the top menu (see below for more details)
◦ The resources dropdown now features “Tips + Tricks” (see below for details)
◦ Certification requirements have been slightly re-written to be easier to understand
◦ Subscriptions have been re-designed from the ground up (see below for details)
Subscription Changes:
• Subscriptions have changed to include a "Basic Subscription" and a "Premium Subscription" option. The Basic Subscription renews monthly, and the “Premium Subscription” renews every 4 months. Yearly subscriptions have been removed.
◦ These changes only affect new subscribers. Existing subscribers will not see anything change with their auto-renewal amount.
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Cheers,
- Tyler