computenormal()

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computenormal() is giving “unexpected” results when run on polygon triangles.

It looks like when the triangles are being split up into quads the derivatives are getting confused and think they are driving in the UK.

But setting Cf = |Du(P) X Dv(P)| looks the same as Cf = |Ng|

So I have no idea what's going on.
Edited by - Dec. 16, 2005 16:07:29

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if(coffees<2,round(float),float)
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stupid 3 attachment limit

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wireFrame.png (14.9 KB)

if(coffees<2,round(float),float)
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Good catch, it looks like this bug was introduced with some recent changes in Houdini 8. It should be fixed in the next build.

Andrew
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I think I smelled this bug recently but didn't put my finger on it… do we know which version it was introduced in?
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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It was introduced with a bug fix around 8.0.426. I can't seem to find a journal entry for it, but I'd imagine that builds before this are fine.

Andrew
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Ah - would explain the funkiness I saw in 440 then. Darn. I'll have to motivate another jump soon enough. Any clues on if I should wait a few days extra for any other enhancements/fixes?
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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jason_iversen
Any clues on if I should wait a few days extra for any other enhancements/fixes?

Not that I know of.

Andrew
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