magneto Posted July 22, 2013 Share Posted July 22, 2013 Hi, I know it's easy to do if you use VOPs. Just connecting N (input) to N (output) gives you normals the same way a Point SOP does. But is there a way to replicate this in VEX? For example when using the Attrib Wrangle SOP? @N = @N;[/CODE]doesn't work. We should have the same capability in VEX.Thanks Quote Link to comment Share on other sites More sharing options...
anim Posted July 22, 2013 Share Posted July 22, 2013 use Point Wrangle SOP not Attrib Wrangle SOP, attrib wrangle is based on CVEX so you need to tolerate some differences it has if you want this for primitives however, you can use Attrib Wrangle, but like this http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=133831#133831 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted July 22, 2013 Author Share Posted July 22, 2013 Thanks anim, that worked wonderfully. Btw I checked your example for prim normals, but can that be done in VEX? I assume since you only showed VOPs, it's not possible. Quote Link to comment Share on other sites More sharing options...
anim Posted July 22, 2013 Share Posted July 22, 2013 of course it is you can use prim_normal() VEX function to get geometric primitive normal either from Point Wrangle, or if you require to use it on prims then Attrib Wrangle http://www.sidefx.com/docs/houdini12.5/vex/functions/prim_normal I'll be off the Houdini for a long time, so no hip this time 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted July 22, 2013 Author Share Posted July 22, 2013 Thanks anim, great to know that it's possible Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.