Point normals with Vertex normals

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Hi.

I'm trying to get my head around requiring both point normals with vertex normals in a HDA. I'd like to have vertex normals so I can get some sharp edges on geometry created in Houdini but also need to use point normals so I can orientate instances correctly. When I combine the two, the latter of the merge takes priority and I look the normal information (E.g. merging the point normals then the vertex normals, causes a loss of the point normals).



Is there a way round this? can the instancing use another attribute on the points to set the rotation of the instances correctly?
Edited by kypo - June 10, 2021 07:27:40

Attachments:
Point normal and Vertex normal.png (751.9 KB)

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I managed to work around this. My fix was to use vertex normals for the generated geometry and covert the @N to @orient before merging the instancing point with the geo.

The Vex for the wrangle looks like:

matrix3 m = maketransform(@N,@up);
@orient = quaternion(m);

Which came from the article on here Convert_N_and_Up_to_Orient [www.tokeru.com]
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Glad you figured it out! You might have gotten a quicker response if you posted in the general Houdini forums as this is not specific to Unity: https://www.sidefx.com/forum/3/ [www.sidefx.com]
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