### Translate points along their Normals Per point

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How can i translate points along their normals but per point transform; i tried with the peak node but it doesnt work with the \$PT local variable, how can i transform each point but relative to his normal?, not to the world space like the point sop does.

Thanks.

sorry if all my questions are boring, but you guys are the only people who can help me to understand to release the true power of houdini.

thanks.
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Is that what you are after?

Attachments:
move_along_normals.hip (47.8 KB)

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Thanks Cuba, but how can i control the translation of each point, like the point sop does with the local variable \$PT, but with the peak sop.

is that possible?
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I think you can use any attribute using expressions - for example you can use :

point(“../” + opinput(“.”, 0), \$PT, “N”, 0)

to get value from the X component of each point's normal.

hope it helps
kuba
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Yes i can work with these expressions, but the real problem is that the peak sop can´t work per point like point sop does; how can i do that type of transform per point along their respective normal;

for example i would like to put a sine wave along the points for a tentacle movement, but i want that the sine wave affect only the ty component and translate each point relative to the normal orientation, not the world space, like point sop does.

how can i do that?
Feel The Knowledge, Kiss The Goat!!!
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You can use a Vop Sop to deform the points along the normals and whatever else you'd like.

In the attached file, there is a Peak Sop and beside it is a Vop Sop that does the exact same thing the peak does. However now, you can use the greatness that is Vops to change it around any way you want.

Attachments:
vopsop_peak.hip (55.1 KB)

Graham Thompson, Technical Artist @ Rockstar Games
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Thaaaaaaaaaannnnnnnnnnnnkkkkkkkssssssssssss!!!!

My tentacle is correctly alive……

Many Many Thanks grahamm.
Feel The Knowledge, Kiss The Goat!!!
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I think you can also just use point sop. in the expression for example for x, use \$TX + amount*\$NX

Cheers,
Koen
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point sop method is what I always use.

I go one step further and use a spare parameter to control the “amount”
Stephen Tucker
VFXTD