dark_cry Posted November 8, 2012 Share Posted November 8, 2012 (edited) Hey all, i'm trying to get normal vector along surface, so i began with converting my object into sdf and scattered points onto regular object(not converted one into sdf), in vop sop i got normals that look onto surface with sdf volume. I attached simple scene of my first step. Now i have to rotate somehow my vector in 90 degrees with certain axis. I can't realize how. Maye with cross product but i need up vector for that... So really appriciate your help. normalAlongSurface.hip Edited November 8, 2012 by dark_cry Quote Link to comment Share on other sites More sharing options...
symek Posted November 8, 2012 Share Posted November 8, 2012 How about PolyFrame SOP to compute tangents? Quote Link to comment Share on other sites More sharing options...
dark_cry Posted November 8, 2012 Author Share Posted November 8, 2012 How about PolyFrame SOP to compute tangents? Hmm, did'nt try that... would really appriciate small hip for that Quote Link to comment Share on other sites More sharing options...
dark_cry Posted November 8, 2012 Author Share Posted November 8, 2012 How about PolyFrame SOP to compute tangents? I've tried polyFrame, it actually gives me that i want, but it rotates on kinda random axes, but i need normals that look always down, i mean to -y and kinda flow surface you know... Quote Link to comment Share on other sites More sharing options...
symek Posted November 8, 2012 Share Posted November 8, 2012 They are not random. See Style parm. Tangents can be computed using first edge (0-1 vertex), averages two first edges, using prim centroid, or uv derivatives. What exactly are you trying to achieve? Quote Link to comment Share on other sites More sharing options...
Hello world Posted November 8, 2012 Share Posted November 8, 2012 point sop add normal 0 -1 0 Quote Link to comment Share on other sites More sharing options...
gui Posted November 8, 2012 Share Posted November 8, 2012 I tried here and poly frame is strange. It can compute the normals along the edges, but one column don´t behave like others. Is a tricky question, indeed, but here´s one possible solution. I made some comments in the nodes. Hope it helps. normalAlongSurface.hip 1 Quote Link to comment Share on other sites More sharing options...
dark_cry Posted November 8, 2012 Author Share Posted November 8, 2012 Please, look at the screenshots, i've drawed some lines with red, That's the normals i wanna get.... Quote Link to comment Share on other sites More sharing options...
dark_cry Posted November 8, 2012 Author Share Posted November 8, 2012 hehe, thnx for reply, but that's not so easy:) i want something different Quote Link to comment Share on other sites More sharing options...
dark_cry Posted November 8, 2012 Author Share Posted November 8, 2012 I tried here and poly frame is strange. It can compute the normals along the edges, but one column don´t behave like others. Is a tricky question, indeed, but here´s one possible solution. I made some comments in the nodes. Hope it helps. Hey maan, that's exactly what i want, thnk u... That's gd start but i think gotta think about using it for my case Quote Link to comment Share on other sites More sharing options...
petz Posted November 8, 2012 Share Posted November 8, 2012 (edited) do you want the tangents "flowing" down the surface? if so, have a look at: http://forums.odforc...ins/#entry92034 there should be a vopsop somewhere in the file doing exactly that. hth. petz Edited November 8, 2012 by petz 1 Quote Link to comment Share on other sites More sharing options...
dark_cry Posted November 8, 2012 Author Share Posted November 8, 2012 do you want the tangents "flowing" down the surface? if so, have a look at: http://forums.odforc...ins/#entry92034 there should be a vopsop somewhere in the file doing exactely that. hth. petz YES!, THATS IT MAN! Thank you. That was written in VEX. Great. Thnx one more time Quote Link to comment Share on other sites More sharing options...
vi_rus Posted November 8, 2012 Share Posted November 8, 2012 Check out how I did it in my drops system drops_example.hip 2 Quote Link to comment Share on other sites More sharing options...
Druidl Posted January 9, 2013 Share Posted January 9, 2013 Hi , your work is great. Could you please at least give me a clue, about how you did the "find closest to anim points" VOP, and VOP after that, shown at 6:54. Please dude... Tnx Edit / Delete / # Quote Link to comment Share on other sites More sharing options...
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