[Sidefx-houdini-list] Transfering normal to a volume

Olex P hoknamahn at gmail.com
Tue Nov 11 05:41:30 EST 2008


Unfortunately there are only X, Y, Z, V local variables.
It's possible to sample normals from points in VEX and bake them into i3d
(using i3d generator, works in any version of Houdini) or bake into Volume
primitive using Volume VOP SOP (H9.5 only).

On Mon, Nov 10, 2008 at 11:28 PM, Andy Nicholas <andy at andynicholas.com>wrote:

> Hi François,
>
> I think you need to use the IsoSurface node with it set to "Build Volume".
> In the Implicit Function parameter just put $NX. Make two more IsoSurface
> nodes but with them set to $NY and $NZ. You can then just use a Merge SOP
> to merge them in X, Y, Z order, and extract them using the primitive
> number in your SHOP.
>
> Cheers
>
> Andy
>
>
>
> > Hello,
> >
> > Is there a way to put normals to a volume. I want to generate a cloud
> pass
> > with each bunch inside it being lit only on one side by a directional
> > light.
> >
> > I thought of a normal information per voxel so I can have my shader to
> > compute the the dot product with I but if there's an other way to it, I'm
> > open to suggestion.
> >
> > One way I'm going to try is to have get the normal for the equivalent sdf
> > surface but I still don't know how to transfer that attribute to each
> > voxel on the volume.
> >
> > Thanks
> >
> > François
> >
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>
>
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