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how do I get a normal pass in houdini 9.1?


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Hi all,

I just found out how to get a normal pass in 9.1..

Here you go.

in mantra

/properties

/output

/extra image planes

make 0 to 1, and

VEX Variable : "N"

VEX TYPE : Vector Type

Channel Name : "Normal" (It can be anything, its just a name of the channel I guess)

When you bring the images to comp, choose channel "C" to "Normal",

You will see it,.

If there is something that I wrote wrong please alarm me!

For VEX Type, what should be best setting? Float or vector4 or vector?

Thanks~

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There are some built in materials for this now too which might be worth checking out.

Hi, sibarrick! Where is ther material or what is the name of it? I would love to check it out!

and Is there any way to fake the normal pass and render x as red, y as green, and z as blue?

Somethin like that..?

Thanks!!!

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and Is there any way to fake the normal pass and render x as red, y as green, and z as blue?

Somethin like that..?

Thanks!!!

Hi Jae Yoo,

1. In shops create a "Vop Vex Surface Shop" dive into it.

post-1035-1211468145_thumb.jpg

cheers

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  • 3 weeks later...
well what if I want to render that out in different spaces like world space normals or tangent space normals etc...

thanks,

Ken

Not a problem; you can do it. You'll just have to transform N in your shader to the space you desire (see Transform VOP) and export that variable.

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  • 4 weeks later...
Not a problem; you can do it. You'll just have to transform N in your shader to the space you desire (see Transform VOP) and export that variable.

surely this is more complicated for tangent space though no?

ie do any of the existing inbuilt 'spaces' equate to tangent space? I didn't think so...

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