# otto

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Otto
1. ## How to get Y rotation from point normal?

You are a star, @StepbyStepVFX! That worked, thanks!
2. ## How to get Y rotation from point normal?

Hello again I have another newbie question. Is it possible to get negative values for the angles as well? The dot product and arccosine calculation seems to only give positive values. In my setup I have a bunch of points with normals all pointing in one direction. I run them through the calculation described above by @StepbyStepVFX and @galagast aiming the normals towards the camera and calculation the angle. If you look at the image I first posted and the center value is zero (as the original normal is pointing directly towards the camera), I am now getting positive values that increase towards the edges of the image on both side. I was sort of expecting one of the sides to be negative, as the angles are opposite compared to the original normal. Is it possible to get negative values as well?
3. ## How to get Y rotation from point normal?

Thank you so much @galagast! This was exactly what I wanted. I did a small change, I connected the input normal of the point, before it was aimed towards the camera, and connected that to the dot product node and it works like a charm. Thanks for the time, to both of you. Yes, would it be great with iPad support, @StepbyStepVFX, we could bring Houdini with us everywhere
4. ## How to get Y rotation from point normal?

Thanks for the pointers, @StepbyStepVFX. My knowledge of VEX isn't great, but I'll give it a go.
5. ## How to get Y rotation from point normal?

Thanks Noobini, randomness is great. But yes, I would like to know how many degrees the point needed to rotate around the y axis to aim towards the camera, compared to its initial value.
6. ## How to get Y rotation from point normal?

Hi! I have a simple setup where a set of points are facing the camera. I would like to get the points rotation around the y axis so that I can give them different attribute values based on that. How can I calculate this value? angle.hipnc
7. ## Attribcreate avoid same value neighbours

Just another question, @Aizatulin. Is it possible to make this setup work on points that are not on a grid, but for instance a set of points that are created from a singe point copied 10x horizontally and 10x vertically (see example file)? I tried using nearpoints instead of neighbours, but I am not sure how to get the point position in this code. Sorry, I am an absolute beginner when it comes to VEX . loopZ.hipnc
8. ## Attribcreate avoid same value neighbours

Thank you so much Aizatulin, this works great! I will put it to good use.
9. ## Attribcreate avoid same value neighbours

Thanks for the quick reply 3dome. Unfortunately, I have a limited range of values to choose from in my setup (the screenshots were from an example file), so I can't use that approach.
10. ## Attribcreate avoid same value neighbours

Hi! How can I test and avoid that two neighbour points gets same exact attribute value when using random in attribcreate? Here illustrated with a simple setup with ordered grid points as input. My attribute my_number is rand(\$PT)*5 loop.hip
11. ## P world in mantra

Thank you so much guys! I have now tested all approaches, except CryptoMatte . The closest surface setting in the render node gave good result on close ups with a few grids, but when adding a crowd I got egdes around the alphas of the crowd, see screenshot where I have zoomed in a bit (light weight crowd is what I am wanting to use the grids for). Also picking an area from the P_world pass in Nuke was not very accurate. The shader approach looked great in the test frame, but when adding a crowd the render got very slow. Deep seems to be the best option for me now, the rendering is quite quick and the flexibility is great. The only problem is the size of the files, but I think I'll just have to deal with that for now. Thanks for your good advice and your time!!
12. ## P world in mantra

Hi! I have a question about mantra and world position pass. I have followed aRtye's description from this page: https://www.sidefx.com/forum/topic/34302/ and set up a P_world pass that renders in Mantra. The problem is that I get an edge when grids are overlapping each other (see image below). I have tried getting rid of the edge by lowering the opacity limit in the Mantra node, but that gives a black edge in the C pass. Removing the filter from the alpha channel in the shader gives a slightly better result, but nothing I have tried gets rid of the edge completely. Does anyone know a solution to this problem or a better approach to get a world position pass? Example file (using the Houdini butterfly image file): p_world.hip
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