I would like to have my normals point outwards
14058 11 4- Pmiller001
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Hey guys! question; How do i get my normals on a circle to point outwards, with the goal of having anything I Copy to points, orient themselves in the same way.
What happens is this. I make a circle. Then give it normals. I then make a an additional curve.
But when I turn on “copy to Points” They shoot off like this. All the curves go into the wrong direction.
My ultimate goal is to have the normals point outwards like this.
https://i.imgur.com/hbjHvmP.png [i.imgur.com]
So that I can align my curves to that. Then randomize the length. So that I can use those curves to create a custom velocity for a splat simulation I'm working on .
What happens is this. I make a circle. Then give it normals. I then make a an additional curve.
But when I turn on “copy to Points” They shoot off like this. All the curves go into the wrong direction.
My ultimate goal is to have the normals point outwards like this.
https://i.imgur.com/hbjHvmP.png [i.imgur.com]
So that I can align my curves to that. Then randomize the length. So that I can use those curves to create a custom velocity for a splat simulation I'm working on .
- Island
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You can create a circle of points with the normals facing away from the center of the circle but that will be a problem if you want a polygon face to the circle.
An easier way would be to have faces added which will fix the normal. See attachment (probably there is an easier way with VEX). The way I would approach this would be not to use copy to points at all but use a copy transform node with the object offset from (0,0,0) and have rotation in the copy transform set to something other than 0.
An easier way would be to have faces added which will fix the normal. See attachment (probably there is an easier way with VEX). The way I would approach this would be not to use copy to points at all but use a copy transform node with the object offset from (0,0,0) and have rotation in the copy transform set to something other than 0.
Edited by Island - May 27, 2020 21:04:32
- Pmiller001
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- kemijo
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- Island
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Leaving out a copy transform (since it looks like you just want the force direction for your “splat”), All methods outlined will give the same result for a circle. However, if you make your splat a curve, you will need to decide if you want the force direction the tangent to the curve or from a origin (kemijo's method). I assume you are considering copying these points with a copy transform node and then an attribute transfer? See difference:
Edited by Island - May 28, 2020 15:47:34
- Midphase
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I just watched this video last night, I think it answers your question using PolyFrame:
https://youtu.be/SnGSCO0CwAc?t=180 [youtu.be]
https://youtu.be/SnGSCO0CwAc?t=180 [youtu.be]
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
- Island
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The circlepointnormal file above uses PolyFrame.
I wonder whether you might do better just changing the settings in the fluid to create a better splat, though. Here is a splat that took 30 seconds to create using just a cylinder and the “Flip fluid from object” with a ground plane collider - with the only tweak being a drop in the particle separation.
To get a different look, play with gravity direction in autodopnet, with viscosity in flipfluidobject node within the autodopnet, and with particlefluidsurfaces node in tube_object_fluid (with smoothing turned on).
I wonder whether you might do better just changing the settings in the fluid to create a better splat, though. Here is a splat that took 30 seconds to create using just a cylinder and the “Flip fluid from object” with a ground plane collider - with the only tweak being a drop in the particle separation.
To get a different look, play with gravity direction in autodopnet, with viscosity in flipfluidobject node within the autodopnet, and with particlefluidsurfaces node in tube_object_fluid (with smoothing turned on).
Edited by Island - May 29, 2020 21:36:59
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