Circle Normals

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Hi amazing houdini people!

This is driving me insane, ive been using polyframe to add normal directions to points on a  curve when i scatter onto it.

But when i use the same technique on a circle i always have to fuse points and then im left with this.

Driving me insane, how do i fix the circle normals??

Edited by Neekozo
typos
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I have this often. It's usually point 0. In this scenario I'd probably set my normals relative to the circle's center (Polyframe Style set to Primitive Centroid), or "@N=getbbox_center(0)-@P;" in a wrangle. In looping but not circular geometry I manually set point 0's attributes in a wrangle (like averaging its neighbors attributes, or manually calculating the tangent from the geometry's last point). If that doesn't work I resample to a gazillion points and interpolate. If that's not an option I clip half the geometry off and mirror it. If that's not an option I delete my graph and abandon the project.

Hope you get a cleaner answer, I've been wondering whether there's an easy, universal solution.

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@Neekozo just play with this

Edited by srletak
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5 hours ago, srletak said:

@Neekozo just play with this

You are a hero.

Hvala ti od srca!

6 hours ago, Dweeble said:

I have this often. It's usually point 0. In this scenario I'd probably set my normals relative to the circle's center (Polyframe Style set to Primitive Centroid), or "@N=getbbox_center(0)-@P;" in a wrangle. In looping but not circular geometry I manually set point 0's attributes in a wrangle (like averaging its neighbors attributes, or manually calculating the tangent from the geometry's last point). If that doesn't work I resample to a gazillion points and interpolate. If that's not an option I clip half the geometry off and mirror it. If that's not an option I delete my graph and abandon the project.

Hope you get a cleaner answer, I've been wondering whether there's an easy, universal solution.

Thanks for the heads up and info! Appreciate it alot!

Edited by Neekozo

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