Hi,
a couple of month ago I switched from Maya to Houdini and so theres no day where I still miss basics :roll:
How get rid from the dark areas, this shaded artefacts. It seems to me that there is a problem with the normals after edited it with a transform SOP. Well, maybe I'm wrong. How to solve that?
Thanks in advance and
Cheers
aligning normals?
3611 3 1- Follyx
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- Follyx
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Great, I love competent help
Now I have a bunch of solutions for every damn situation.
Here we go:
Reverse SOP
http://www.sidefx.com/docs/houdini12.5/nodes/sop/reverse [sidefx.com]
Polydoctor SOP
http://www.sidefx.com/docs/houdini12.5/nodes/sop/polydoctor [sidefx.com]
Facet SOP
http://www.sidefx.com/docs/houdini12.5/nodes/sop/facet [sidefx.com]
with “post-compute normals” option
and last not least the infamous point SOP ;.)
http://www.sidefx.com/docs/houdini12.5/nodes/sop/point [sidefx.com]
Alongside:
checking point normals and primitive normals direction.
Thanks to all
Cheers
Now I have a bunch of solutions for every damn situation.
Here we go:
Reverse SOP
http://www.sidefx.com/docs/houdini12.5/nodes/sop/reverse [sidefx.com]
Polydoctor SOP
http://www.sidefx.com/docs/houdini12.5/nodes/sop/polydoctor [sidefx.com]
Facet SOP
http://www.sidefx.com/docs/houdini12.5/nodes/sop/facet [sidefx.com]
with “post-compute normals” option
and last not least the infamous point SOP ;.)
http://www.sidefx.com/docs/houdini12.5/nodes/sop/point [sidefx.com]
Alongside:
checking point normals and primitive normals direction.
Thanks to all
Cheers
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