VEX intersect() vs Ray SOP: Point Intersection Normal

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Hi!

I've being doing an experiment on getting point intersection normals from Packed Primitives. Using VEX intersect() method, I'm able to get the hit UV, which presumably works with prim_normal() or primuv() to return the hit normal, but the returned result was all (0,0,0).

The Ray Node, however, provides the "Point Intersection Normal" toggle which magically creates the correct normal attributes. So it IS possible to retrieve intersection normals even when the collision geometry is packed.


Does anyone know how this would be possible within VEX, without unpacking? Thanks!

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intersect-normal.hip (98.4 KB)
image.png (768.4 KB)

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