jackassol 1 Posted February 10, 2017 Hello, i added a simple Spline und copied some rectangels on it. (PICTURE 1) Now i wanted to blend the normals, so that the bottom rectangels always have the direction of the ground (PICTURE 2) Does anyone know how i can do this? i posted my hip file aswell best spline.hipnc Share this post Link to post Share on other sites
f1480187 656 Posted February 11, 2017 Select bottom points, set their normal to {0, 1, 0} with a Wrangle, Point VOP or Point SOP right before copying. modify_copy_normal.hipnc Share this post Link to post Share on other sites
konstantin magnus 234 Posted February 11, 2017 You can blend values (i.e. @N vs. @up) by adding to multiplications with each other: @N = (@N * (1 - mix) ) + (@up * mix); mix and 1 - mix are controlling how much influence @N and @up get on each point. So after polyframe you could put this into a wrangle: float mix = @ptnum / float(@numpt - 1); vector up = {0, 1, 0}; @N = (@N * (1 - mix) ) + (up * mix); @N = normalize(@N); blending_normals.hipnc Share this post Link to post Share on other sites
konstantin magnus 234 Posted February 11, 2017 You can also use the lerp function instead of line 3. @N = lerp(@N, up, mix); 1 Share this post Link to post Share on other sites
jackassol 1 Posted February 11, 2017 wow - really cool - is there also a way to define the falloff? @konstantin magnus Share this post Link to post Share on other sites
konstantin magnus 234 Posted February 11, 2017 You change the falloff with a ramp by adding mix = chramp('change_mix', mix); and clicking on the little icon appearing right to your code box. Share this post Link to post Share on other sites