Jump to content

Search the Community

Showing results for tags 'point vop normals'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 2 results

  1. Hi everyone, I was following a tutorial for an embroidery animation and I was trying to see how it could be adapted to run normal to a curved surface instead. I was able to get away with using point deform to manipulate the animation on a wavy surface. I am unsure how to multiply the normal inside the point VOP to get the spline animating normal to the curved surface (shown below). Not sure if adding normals using the point SOP before the ray SOP helps. I've attached the .hip file for reference. Would be immensely grateful for any help or guidance. Thanks! Embroidery.hiplc
  2. 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
  • Create New...