rossl Posted December 6, 2010 Share Posted December 6, 2010 hey guys, does anyone know how to orient primitive normals i tried the facet sop but no luck, are there any other technique thanks a lot here's a picture of hat i mean Quote Link to comment Share on other sites More sharing options...
rossl Posted December 6, 2010 Author Share Posted December 6, 2010 hey guys, does anyone know how to orient primitive normals i tried the facet sop but no luck, are there any other technique thanks a lot here's a picture of hat i mean Quote Link to comment Share on other sites More sharing options...
Marc Posted December 6, 2010 Share Posted December 6, 2010 The reverse SOP would flip the primitive normals, but in your case you'd have to specify the polys you wanted reversed. M Quote Link to comment Share on other sites More sharing options...
graham Posted December 6, 2010 Share Posted December 6, 2010 In this case I wouldn't really be expecting much. Primitive normals are basically related to the surface of the primitive and in this case you don't have a surface, just lines. There's not really a way to reliably get a normal vector in this case. If you really need a vector that is perpendicular to the line segment then you'd be best constructing a vector based on the cross product between the first and last points of each line. However, there is still the matter of exactly what you want up to actually be. Quote Link to comment Share on other sites More sharing options...
Macha Posted December 7, 2010 Share Posted December 7, 2010 It depends a lot on your setup, but perhaps this gives you a handle. (I don't know why it doesn't show up in the viewport when set to primitive normal, but it is there in the details view) normals.hip Quote Link to comment Share on other sites More sharing options...
graham Posted December 7, 2010 Share Posted December 7, 2010 (edited) Yeah that's pretty much the most straight forward way to do it. Depending on your setup and the positioning of your wires you can get different results or reversing normals if you have points on both sides of an axis. Introducing an up vector type thing can help fix that however depending on what exactly you are going for and if you are animating or deforming then you will run into problems eventually. With regards to the primitive N attribute not showing in the viewport, primitive normals aren't actually attributes. They are computed values based on the each primitive. This is why you can't modify them yourself, other than reversing/orienting the actual faces. You can access them like an attribute when using the prim() expression, but it's actually not reading an attribute. Edited December 7, 2010 by graham Quote Link to comment Share on other sites More sharing options...
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