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transforming primitives from surface normal


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hey guys I want to transform polygon primitives a random distance from their surface. I am using a facet sop to break the surface into primitives, and then primitive sop ... but how do i push the individual primitives randomly along their normals ?

this is probable really simple :-/

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after your facet(or in it) create point normals(Make sure to check "unique points" in the facet-SOP), thereafter promote N to primitives(attribute promote-SOP) and then in a attribute wrangle-SOP run over points but type this:

 

v@P += v@N *rand(@primnum)*2;

 

should work

:)

Edited by Hudson
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