PeteNics Posted June 10, 2021 Share Posted June 10, 2021 Hi. I'm trying to get my head around requiring both point normals with vertex normals in a HDA. I'd like to have vertex normals so I can get some sharp edges on geometry created in Houdini but also need to use point normals so I can orientate instances correctly. When I combine the two, the latter of the merge takes priority and I look the normal information (E.g. merging the point normals then the vertex normals, causes a loss of the point normals). Is there a way round this? can the instancing use another attribute on the points to set the rotation of the instances correctly? Quote Link to comment Share on other sites More sharing options...
PeteNics Posted June 11, 2021 Author Share Posted June 11, 2021 I managed to work around this. My fix was to use vertex normals for the generated geometry and covert the @N to @orient before merging the instancing point with the geo. The Vex for the wrangle looks like: matrix3 m = maketransform(@N,@up); @orient = quaternion(m); Which came from the article on here Convert_N_and_Up_to_Orient 1 Quote Link to comment Share on other sites More sharing options...
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