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Inside Out Geo (again)

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This was almost covered in another thread, except for the somewhat advanced vex and topology (oh that Librarian and his math). 

In the attached file, the idea is to turn the geo inside out, such that the red faces point inwards. Why? Because I get smoother geo on a meshed flip sim on the side that doesn't touch a collision object. 



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Not sure i understand? So you want to reverse the normal the right selection of face isn'it?

If you are not able to extract that group before reaching this point or separate and compare the 2 surface area and keep the largest one

you could maybe use the intersect function. If you normal are correctly oriented, then if a ray hit another prim then the prim has to be inclluded in the inside group?



Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts




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