Zack Maxwell

Grimwolf

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Using wnoise in VEX April 11, 2018, 5:06 p.m.

I'm trying to use wnoise (worly noise) in an attribute wrangle node, but I can't figure out how to structure it. It works much differently from other noise functions, and the documentation [www.sidefx.com] on it is fairly bare-bones with no example given of actual use.
My searching online found no examples of it being used either. All I want to do is retrieve the vector it generates for position.
I was using it in a pointVOP node, and wanted to convert it to VEX to be more efficient.

Assigning normal directions for foliage/trees April 2, 2018, 10:52 a.m.

When using cards, it prevents them from awkwardly shadowing each other or exposing their flat nature, and creates a nice, smooth appearance.


(Images not made by me)

The modified appearance on the right actually is what I'm getting in UE4, it just isn't visible inside Houdini.

It's not an issue of the backfaces, because I tried to mirror the cards so there would be a face on each side, and it looked the same.
Houdini might not be rendering normals accurately.

Assigning normal directions for foliage/trees April 1, 2018, 10:32 p.m.

Well, it seems it actually is working correctly, it just isn't rendered well in Houdini. I had to fully texture it and bring it into UE4 to find out.
I guess this could just be considered more of a guide, then. With that in mind, here's an even better approach;
vector cm = getbbox_center(0);
@N = normalize(@P-cm);
That will automatically find the center of mass, and then direct all the normals away from it.