sant0s81 Posted April 20, 2019 Share Posted April 20, 2019 (edited) Hey everybody, some weeks I made a simple cave builder and it worked great. But since I only used round circles, it was quite simple. Now I want to create something similar, but with a flat ground, I attached an image what I mean. Actually, I want to align the shape along the TangentU what works perfect, but at the same time on the Y-Axis so that the floor is correct. The other thing is, that it makes no sense when the tunnel has a very steep angel, that ther is a floor - so there I want it based on the angel to become from the floor shape to a round shape. Is it possible, to controll that somehow with a ramp? Thanks alot and happy easter, sant0s Edited April 20, 2019 by sant0s81 Quote Link to comment Share on other sites More sharing options...
flcc Posted April 20, 2019 Share Posted April 20, 2019 For the align topicsmay be you may check this video from entagma : TD Essentials: Parallel Transport. https://vimeo.com/251091418 Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted April 21, 2019 Share Posted April 21, 2019 Make sure you use the up vector for vertical alignment. http://www.sidefx.com/docs/houdini/copy/instanceattrs.html Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted April 21, 2019 Author Share Posted April 21, 2019 (edited) Hey, thx alot to you! I finaly could manage to align the shape in a correct way by setting the Normal to Y. But I get to another problem now: On some parts of the spline, the geometry is twisted. Is there a way to fix that or at least, smooth the twist out? Edited April 21, 2019 by sant0s81 Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted April 23, 2019 Share Posted April 23, 2019 This is a basic setup with using N and up. That I believe is doing what you want on a figure 8. Orient.hip Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted April 24, 2019 Author Share Posted April 24, 2019 (edited) Hey @LaidlawFX sry for late response, but thx alot! Thats great - so much more efficent than my setup. I ll gonna work on that. edit: I am just trying to figure out, how to calculate the angel by normal. Somehow I guess, I have to use the attribute VOP and create a cross product, at least I am reading all the time about that. The goal is to get the angel (0° - 90°), feed that into a ramp and use the 0-1 value to control the scale of the circle. Is that possible with the attribute VOP or only in VEX? Thx again! Edited April 24, 2019 by sant0s81 Quote Link to comment Share on other sites More sharing options...
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