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Normal bias from edge size
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Hi guys
I need your help
I need to make a VOP or python SOP that calculates the normals of a surface
based on edge size, this means that longer edges will be flatter and
shorter would be smoother instead of just putting the normal straight down
the middle.
Any ideas?
thank you
Hi,
Would it be possible for you to work in UV coordinates and find the length
from current point to next point either on U or on V axis, and then use
that length as a scalar multiplier to your normalized surface normal? It
gets a little more complicated (mainly in managements) if you need lengths
from some combination of U and V together on a more complicated geometry.
Other way, it may be easier if you can remap your polygons from 3D
coordinate to UV coordinates and extract necessary info from there.
Or, if it's simpler case, perhaps you can also find the surface area of a
polygon and use that as a scalar multiplier for the normal instead instead?
Hope that helps.
Alex
On Fri, Feb 27, 2015 at 11:57 AM, Alvaro Castaneda <varomix at gmail.com>
wrote:
Hi guys
I need your help
I need to make a VOP or python SOP that calculates the normals of a surface
based on edge size, this means that longer edges will be flatter and
shorter would be smoother instead of just putting the normal straight down
the middle.
Any ideas?
thank you
_______________________________________________
Sidefx-houdini-list mailing list
Sidefx-houdini-list at sidefx.com
https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
?I think this method should for any geometry even without UVs, getting the
primitive area seems more like what I want to do.
Thanks Alex?
On Fri, Feb 27, 2015 at 3:53 PM, Alex Lim <alex-list at leisora.com> wrote:
Hi,
Would it be possible for you to work in UV coordinates and find the length
from current point to next point either on U or on V axis, and then use
that length as a scalar multiplier to your normalized surface normal? It
gets a little more complicated (mainly in managements) if you need lengths
from some combination of U and V together on a more complicated geometry.
Other way, it may be easier if you can remap your polygons from 3D
coordinate to UV coordinates and extract necessary info from there.
Or, if it's simpler case, perhaps you can also find the surface area of a
polygon and use that as a scalar multiplier for the normal instead instead?
Hope that helps.
Alex
On Fri, Feb 27, 2015 at 11:57 AM, Alvaro Castaneda <varomix at gmail.com>
wrote:
> Hi guys
> I need your help
>
> I need to make a VOP or python SOP that calculates the normals of a
surface
> based on edge size, this means that longer edges will be flatter and
> shorter would be smoother instead of just putting the normal straight
down
> the middle.
>
> Any ideas?
>
> thank you
> _______________________________________________
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>
_______________________________________________
Sidefx-houdini-list mailing list
Sidefx-houdini-list at sidefx.com
https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list