REVERSING & CORRECTING NORMALS PART 3 | REVERSING POINT NORMALS FOR ORIENTATION
Welcome to part three of our latest mini series! Last week we talked about reversing the vertex order for surface shading. This week we’re putting a different approach under the microscope – reversing the normal vector to control the direction of copied geometry.
We’re covering fundamentals, like computing point tangency via the polyframe node, using polygon winding and vertex order to navigate the polyframe node, storing tangent vectors in the normal attribute, and using the normal node to reverse the normal vector. Don’t worry, it’ll all make sense soon.
This is just a sneak peek of our super detailed Geometry Essentials 02 course. Head to Hipflask to supercharge your Houdini skills today!
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