Reversing & Correcting Normals in Houdini Pt. 1/4 - Polygon Winding Order

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  • Опубликовано: 24 дек 2024

Комментарии • 6

  • @sergeyfilin5204
    @sergeyfilin5204 Год назад

    Thank you, man! Finally, I understand how it works!

  • @18bovende
    @18bovende 3 года назад

    Thanks for some clarifying info. I have a question: Can we check in a wrangle the direction this ‘Winding’ normal’ is facing?
    As we do with if(v@N.z > 0.5){
    I need to check the direction because I have many separate polygons, which are not connected as an ‘manifold island’, do the PolyDoctor is of no help there it seems.

    • @hipflask4921
      @hipflask4921  3 года назад

      I'm not sure if it can be done with a couple of lines in a wrangle, but one way is to extract the centroid of each prim as a point, push this point along the primitive normal a small amount and then use the winding number sop to test the polygon winding. Points with a winding attribute value of less than 0 belong to the reversed primitives. Hope this helps.

  • @intothevoid2046
    @intothevoid2046 4 года назад +1

    Well explained fundamental knowledge!

  • @artfive
    @artfive 4 года назад

    Very useful !

  • @engrrc3
    @engrrc3 4 года назад

    Thanks