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Found 25 results

1. ## Matching normals movement

Hi guys, I've already posted this on FB group with no answear so you're my last hope. I have a problem with normals demonstrated in the video, basically object animated on a curve and aligned to the curves tangents hits a geo and gets stuck in it but it doesn't rotate along with it. So basically the question is how can i match the movement of normals of the object beign hit and hitting so that it rotates properly? Here is simplified .hip: link

Hello, I have a ripple sim created with a sphere moving through a grid and the points deforming based on the velocity transferred to said grid. What I am trying to do is isolate the geometry based on where there are ripples via colour then as the rippled geo begins to settle back into what it was originally have that colour fade back to black. I'm halfway there I think. I was able to isolate the rippling parts of my grid by using a facet to compute its normals and then a point SOP to add colour based on the normal in it's Y (@N.y < 1). I was thinking of trying to use a vop or another point sop to make it so when the normal is between x and y multiply the color by 0.95 to get it to fade over time but was wondering what other ways I could try to do this. Cheers, JP ripple_example_1.hipnc
3. ## Branching points off of Main curve to create wrapping vines

I'm trying to build out an idea for an HDA that would create a vine along a surface based on a find shortest path SOP and some controllers for where the start and end points would be to control how long the vine is. This is mostly intended to be a tool in a realtime engine with the idea that it would be cooked into a static mesh (so it doesnt need to animate). I have the main branch generating fine but I am attempting to create some branching points from the main curve to create child branches from this main branch. However, I'm fairly new to Houdini and kind of stumped where to go from here. Currently I'm scattering points from the main branch and attempting to drive them away from the main branch while following along the surface normal of the underlying mesh. I've got something really basic(just sending them out at a random vector direction and snapping them to the surface) but I feel as though this method doesnt give me any control. I thought about trying to make the branches use a find shortest path as well but Im not sure how to control where the start and end points would be procedurally, hence why I was trying to create curves along the surface normals in an attribute wrangle instead. I attached a .hip file for anyone willing to take a look. Thanks for any advice, I appreciate any pointers in understanding VEX better. IvyGrowing.hip
4. ## Fixing Normals

I am not sure why the normals are not working as I think they should, but I am trying to model a simple belt and have the decorations follow the belt. I do not want to add an old point SOP to make all normals point upwards, but rather have them follow the belt. Would you mind telling me what is wrong in my model? Thanks. Belt.hiplc
5. ## Spotlight instancing on deforming geo

Hey all, Apologize in advance for the noobiness, but this must be the right place where to ask. I'm trying to instance more than one Spotlight to a deforming geometry. What I've done so far was scattering points over a mocap and riveting a spotlight on a single point. My question is: Is it possible to procedurally instancing spotlights on every single point, possibly following the normals of the deforming geo? Might sound a tricky question so that's my .hip file attached {{ dnw5.hip }} Much love
6. ## Custom Normal Rotation

I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
7. ## Faceted Normals After Displacement

Hi all, I've set up a displacement shader to rotate an object. As you can see, when the displacement is applied, the normals are not smoothly interpolated. Is there anyway to fix this without subdividing the entire object? Displacement_Normals.hipnc
8. ## converting my trail compute velocity to normals i can use with pyro?

hi guys as the title says really i've got an anim i imported - i dropped down a trail sop compute velocity and now i want to turn that into normals. I tried attribute promote and a wrangle with @N = @V; but it didn't seem to work can anyone advise me how to go about doing this? end result is having some control of a pyro sim around a character eg smoke swirling up and around his limbs so i'm using a tip by Ben Watts to try and blend those animation normals/velocity with normals that simply face upwards. Theres probably other ways to do this but i've no idea and tbh this whole thing is just an guessxperiment heh heres the tut i was looking at....
9. ## Unify Inward/Outward Primitive Normals

Before I go ahead and try an overcomplicated approach using raycasting I thought I'd check to see if anyone here has a simple solution to this problem. I have a model from maya, that has had many sections mirrored, thus creating sections with primitive normals facing inward rather than outward. Is there a simple method of making all normals face outward? All of the poly shells are enclosed as well, so no open surfaces to worry about.

I'm having trouble figuring out this phong/normals issue. The picture shows it best but I extruded a shell to give it some depth. On the edge I pointed the normals where I thought they needed to be but I'm still getting a weird shading issue. I'm not sure whats causing it. Any ideas how to fix this? Thanks AJ
11. ## Copy To Points problem

I'm running into a problem with the new Copy to Points node in 16. I'm running through one of Rohan Dalvi's tutorials, the hard surface modeling one, and the step that I'm at is to copy a profile to the points of a partial circle and skin the result. The problem is that the copies of the primitive have their primitive normals facing in opposite directions depending on whether the copy is on the negative or the positive x side of the x axis, so the skin fails to produce a continuous smooth surface- at x=0, the geometry pinches. And of course the resulting geometry has some primitive normals facing in and the others facing out. I've attached a simple version of the problem. I'm not sure if this is because I can't set the Up vector in the new Point node? I'm setting it directly in an Attribute Wrangle node. Thanks in advance for any help. I'm sure it will be some simple thing that I'm missing, but I haven't opened Houdini in several months and I'm really rusty. skin_normal_problem.hiplc
12. ## Normals direction

I want to get a curve with normals facing the direction as shown below. I did this curve with add, follow by an asset which is similar to carve. I tried with polyframe, it didn't give the result I wanted. What should I do to get the normal? Cheers.
13. ## normals Can't create normals on straight poly line

Hi I have a straigth line, created by the line sop, and I want to create some Normals for its points. I tried by typing: v@N = @N in a wrangle node, or by using the poly frame sop, now this would normally work, but it seems like the normals cant be created if the curve is completly straigth, those methods works only if the curve has some kind of curvature (not straigth). Why?
14. ## Point normals with Wire Deform SOP

Hi all, I have a problem with wrong point normals. Basically I have an L-system vine which I am deforming with Wire Deform SOP. I am separating the 'anchor points' of the leaves and I want to add the leaves back after the Wire Deform SOP (if I keep the leaves geometry together, the wire deform screws up the leaf geometry). I also want to do it this way, as I want to control the leaves animation and growth with copy stamping which won't be possible if I keep everything together. But if I separate the anchor points and then add the leaves back with copy SOP, the point normals are different that those I would get if I deform the whole L-system together. I hope it makes sense, any suggestions how to fix it would be greatly appreciated. I attached screenshots and my .hip file with both set ups. Correct normals, screwed up geo: Wrong normals, correct geo normals_lsystem_problem.hipnc
15. ## Copy restpose Nomals to animated Alembic cache

Hi, How can I transfer/copy/recalculate custom normals from a restpose model to an animated model. So that the direction of the normals move relative with the animated model... In other words that the normals stay relative to animated surface. NormalCopy.zip
16. ## How to influence normals?

Hi, I want to know how can i influence normals of a static object with the help of moving object?? Thank you
17. ## changing the normal directions of a shape

Hello, I am trying to figure out how to achieve making normal rotating much like exsample_1 but around an entire shape like in examples 2 and 3. Any input on options would be great. Thanks in advance. Normal Directions With Geometry.hip
18. ## 'smooth' vdb according to normals ?

Hello Does anyone know a way I could get the normal data to 'smooth' vdbs ? I'm trying to remesh geometry (polytovdb>smooth>convert vdb), but I always seem to get these hard edges I might be overlooking something or it's something complicated. In the following screenshot (which would be a more complicated mesh, of course) 1) is my base geo with smooth normals 2) is my vdb and 3) is the vdb i woul like to have. I can't always smooth incoming geo, unfortunately. Thanks! bernie
19. ## Directing normals point node for copy sop

Hello ODforce, I have an issue about the point node. I want to direct the point normals outside diagonally from a square. On these 4 points I would want to copy a model using the copy sop, to get a result as shown on the image. Doing it that way I think I can adjust the size of my square. Sadly enough I don't know how I can direct the normals using the point node. I got this result by having the model copied 4 times and increasing its rotation 90 degrees per copy. That's not the method I want to use. Can someone please help me out edit: I thought a quick file would help Table Legs.hipnc
20. ## Path CV Point Normal Issue

I've been going through the tutorials listed on the SideFX website for Houdini lately, and I've had an issue with the first tutorial in Procedural Modeling where Ari is making a hose that follows a Path CV object. My issue is that no matter what I do when creating the path, my normals are not aligned along the curve as his are in the downloaded scene files. Instead, the normals of all points point perpendicular to the path. This causes issues later when trying to manipulate the path to pull the end points in/out to carve them and create tension. Instead of having the desired effect of moving the points in or out along the path, they move along the Y-axis, which is how the normals appear to be oriented. I can't find any steps that I've missed, having combed over the lecture yesterday, and cannot find any options to change how the normals are oriented. As well as this, all my attempts to correct the issue have failed, including manipulating the normals in a VOP, trying to use a Point SOP to change them, and experimenting with the Polyframe node. What am I missing? Thanks heaps for the help, this one has me stumped and I can't figure out if I just missed an important step, did something stupid, or am suffering at the hands of Houdini 14 when he used Houdini 12 for this tutorial.
21. ## adding normals on the mountain

hi, i am stuck . :-) i was trying to displace the simple grid using point vop and paint. i was curious to find if we can add normals or mesh after we displace . as i have marked out in the pic. is there anyone who can show me the light. your help much appreciated. thanks
22. ## transform rotations of one object to another animating object normal

Hi, I have run into an issue where I need to attach spheres to individual points on an animated surface. I can get the spheres to constrain to an individual point using a point expression in a transform node. However the spheres will not rotate as if fixed in place. The axis maintains its world position. How would I get the spheres constrained to the animated surface to rotate so Y (for example) is rotating along with the normal direction. Any help would be appreciated. Thanks, Ray
23. ## Seet to Face In houdini - Create a vertex face normals

Hi guys, I met a problem, I sent an asseet from Houdini to Maya, then I saw a problem with the normals, that could be fixed in Maya with the Set to Face Normals, using the Create Vertex face normals in the mode Match face normals, I wonder is there a equivalent node in Houdini that can fix it before creating the asset? Thanks!
24. ## Copy SOP and Rotations

Hi everyone. I'm hoping one of you clever people will be able to help me with this little problem I'm having. When copy-stamping objects onto some animated points, the copied objects are transformed along with the points, but they do not fully respect the rotations. I have a feeling the solution will require a vopsop, with some kind of vector math to get Y normal rotations, but my knowledge of vector math is very limited and I'm struggling to find an elegant solution. I've created a simple scene to demonstrate the issue. You'll see that the teapots do not rotate along with the grid that they are copied onto. Any help would be much appreciated! rotNotWorking.hip
25. ## recompute point normals based on curvature

Hello I am trying to do a fence over a small hill. The idea was to lay some points on the hill and then place a pole on each point (oriented like the point normal). This is what i have now: but i want the points normals to correspond to hill curvature, and not just point straight up. something like this: Is this possible?
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