demoan666 Posted July 19, 2018 Share Posted July 19, 2018 hello everyone can someone be so kind to help me with this, i want the normals for the curve on right "U" to be radiating out... (the @P = @N; worked for the "O" which is a circle however it didn't work for something like "U") as in the redlines in the attached image. thanks m. Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted July 19, 2018 Share Posted July 19, 2018 (edited) Enable tangentu in a resample, then in a PointWrangle, v@tangentv=cross(v@N,v@tangentu); [edit v@tangentv =, not p@tangenv = ] Edited July 19, 2018 by AntoineSfx Quote Link to comment Share on other sites More sharing options...
demoan666 Posted July 19, 2018 Author Share Posted July 19, 2018 hi AntoineSfx, thanks a ton for the reply, unfortunately that returned with the normals pointing in "y" direction i want them to spread out in "xz" direction. m. PS: unless of course i missed something. Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted July 19, 2018 Share Posted July 19, 2018 (edited) 13 minutes ago, demoan666 said: hi AntoineSfx, thanks a ton for the reply, unfortunately that returned with the normals pointing in "y" direction i want them to spread out in "xz" direction. m. PS: unless of course i missed something. Can you provide the hip file ? Also, be aware that the vector you're looking for , after the wrangle I provide, is @tangentv, not @N. Edited July 19, 2018 by AntoineSfx Quote Link to comment Share on other sites More sharing options...
demoan666 Posted July 19, 2018 Author Share Posted July 19, 2018 ofcourse! NB: it's not the cleanest of files, as i was trying whatever i could. font1.hiplc Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted July 19, 2018 Share Posted July 19, 2018 (edited) 21 hours ago, demoan666 said: ofcourse! NB: it's not the cleanest of files, as i was trying whatever i could. font1.hiplc enable [x] tangent Attribute tangentu in node "resample2" You can store the cross product in @N if you want, but by doing @N / @tangentu / @tangentv , you have a normal, orthogonal frame for each point, which is a strong foundation for anything downstream IMO. Also see polyframe, which generates N, tangentu and tangentv. No need to do cross products by yourself Edited July 20, 2018 by AntoineSfx 2 Quote Link to comment Share on other sites More sharing options...
demoan666 Posted July 20, 2018 Author Share Posted July 20, 2018 it worked, thanks for the help. Quote Link to comment Share on other sites More sharing options...
fluidmotion Posted December 27, 2018 Share Posted December 27, 2018 @AntoineSfx what are those yellow and green visualisers? Quote Link to comment Share on other sites More sharing options...
demoan666 Posted December 30, 2018 Author Share Posted December 30, 2018 On 12/27/2018 at 3:44 PM, fluidmotion said: @AntoineSfx what are those yellow and green visualisers? @fluidmotion they are tangentU and tangentV vizualizers. 1 Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted December 30, 2018 Share Posted December 30, 2018 Hit D as the mouse hovers the scene view, or right click the pin icon on the right of the scene view (with display options enabled) It's in visualizers. It also exists at SOP level : Visualize SOP. Quote Link to comment Share on other sites More sharing options...
Mark01 Posted January 2, 2019 Share Posted January 2, 2019 Would another method for doing this be to create a group containing the faces you wanted to modify, and to then use a normal node on that group to modify those normals? Quote Link to comment Share on other sites More sharing options...
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