Another thing you could try:
Vector Flow (by Paul Smith)
Part 1: https://vimeo.com/36709750
Part 2: https://vimeo.com/36710386
Am 19.09.2013 00:27, schrieb Kris Rivel:
That kind of works...but some are still pointed in random directions.
But good to know how it should work!
Kris
On Wed, Sep 18, 2013 at 6:19 PM, Kris Rivel <[email protected]
<mailto:[email protected]>> wrote:
oh so you basically lay out the UV like a grid...so everything is
lined up? This surface is too high res and detailed to do that.
But perhaps I can use a neighboring surface that is a simple tube
to extract the value from.
Kris
On Wed, Sep 18, 2013 at 5:54 PM, Vincent Ullmann
<[email protected]
<mailto:[email protected]>> wrote:
How is your UV-Map set up? You should make sure the UV-Shells
are all aligned along the same Axis (U or V).
As i build this compound, i made 2 UV-Sets. One for Texturing
and one for Particle-Alignment.
Vincent
Am 18.09.2013 23:40, schrieb Kris Rivel:
Oh and I took a look at this but it doesn't work well for me
for some reason. They're just pointing in various
directions. And I have a good uv map: https://vimeo.com/46081934
On Wed, Sep 18, 2013 at 5:39 PM, Kris Rivel
<[email protected] <mailto:[email protected]>> wrote:
Ugh, sounds like its going to be a head trip for me :-/
The deformed mesh is a polymesh tube. I can't change
that. But maybe I can have a nurbs tube deformed along
the curve too and extract its values? I'm fine with
getting point normals but not sure the best way to
translate and apply it.
Kris
On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi
<[email protected]
<mailto:[email protected]>> wrote:
They wont because in effect what you are doing is
just taking the normal, World Yup and crossing them
which will result in a vector perpendicular to both
the normal and the Yup. So during a bend, this result
vector is not tangential to the surface.
You definitely need a vector which is tangential to
the surface at the point where the normal is coming
out of the surface.
I would suggest looking in the approach of getting
neighbour points closest to the normal location and
generating a vector from that instead of using a
cross product at all. Though you have to take care of
the logic around edge vertex. But it can be a good start.
On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin
<[email protected] <mailto:[email protected]>> wrote:
Do you want the axis perpendicular to the normal?
If so use a cross product, plug the normal in the
first input and try something like 0,1,0 for the
second input.
On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel
<[email protected]
<mailto:[email protected]>> wrote:
I'm trying to make a simple setup where I can
align particles along a deformed/animated
surface based on another vector. No problem
aligning them on their normal but I want them
to all flow in the same direction along their
other axis...all point forward. Is there
anyway to do this with a polymesh? Maybe
through UV data?
Kris
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