robert.magee Posted August 5, 2010 Share Posted August 5, 2010 In today's build of H11 (463) you can use the Vertex sop to cusp your vertex normals. Add a vertex node to the end of your chain and set Keep Normal to Cusp Normal, adjust the smoothing angle then you are all set. You can cusp polygons already with the Facet sop but in that case you actually separate the points where you want the cusping to occur which changes the point count and topology of the surface. The vertex sop keeps the surface intact and the number of points the same. Robert PS - I posted a hip file on the sidefx forums in case you want to see the node in action: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20376 PSS - In H11 you can also now see vertex normals in the viewport and since H10 Mantra could render them. Quote Link to comment Share on other sites More sharing options...
Jason Posted August 5, 2010 Share Posted August 5, 2010 Ah, this has been many a year overdue! Thanks Rob. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted August 5, 2010 Share Posted August 5, 2010 (edited) Makes me think there should be a cusp sop that can deal with vertex or point cusping rather than having it in two very different places. Edited August 6, 2010 by sibarrick Quote Link to comment Share on other sites More sharing options...
robert.magee Posted August 5, 2010 Author Share Posted August 5, 2010 Makes me think there should be a cusp sop that can deal with vertex or point cusping rather than having it in too very different places. It was easier to use an existing node rather than adding a whole new one. I have proposed a CuspVertex tool on the polygon shelf which will lay down this node with the cusping turned on and the angle set to around 85. This should make it more discoverable. Robert Quote Link to comment Share on other sites More sharing options...
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