Andrew D Lyons
tstexture at gmail.com
Mon Nov 29 12:08:05 EST 2010
It probably computes the surface first and then pulls the normal off that.
You could compute the surface and then do an attr transfer from the
surface to the points. This can cause some jittering in normal
directivity, so you could try pulling the particles into CHOPs (using
point id) to smooth the normal components in time slightly...
On 28 November 2010 18:48, Jayandera Danappal <jayanderad at al.com.au> wrote:
> Does anyone knows how the particlefluidsurface in houdini compute it's
> normal based on fluid density. I would like to render points with
> non-camera facing. If I were to splat it on a volume grid and compute
> the density gradient and pass it back as the normal, is this similar
> what the particle fluid surface is doing or is there better way of doing
> this? Thanks.
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
Andrew D Lyons | Digital Artist | http://www.tstex.com
More information about the Sidefx-houdini-list