Advanced VEX Techniques for Dynamics, Geometry Manipulation, and Spline Deformation in Houdini

When simulating projectile impacts, calculating the angle between incoming trajectory and surface orientation determines whether the object adheres to the surface or rebounds. By comparing the normalized dot product against a configurable threshold, we can trigger a reflection sequence.

vector trajectory = @v;
vector surf_normal = normalize(@hitnml);
float impact_cos = dot(normalize(trajectory), surf_normal);

if (impact_cos < ch("incidence_limit")) {
    @has_bounced = 1;
    @v = reflect(trajectory, surf_normal) * ch("velocity_damp");
}

Achieving surface relaxation with out dedicated geometry nodes can be handled efficiently through attribute manipulation. This method computes a centroid based on adjacent vertices and repositions the current point toward that average.

int adjacent_pts[] = neighbours(0, @ptnum);
vector centroid = @P;

foreach(int idx; adjacent_pts) {
    vector neighbor_pos = point(0, "P", idx);
    centroid += neighbor_pos;
}
centroid /= (len(adjacent_pts) + 1);
@P = centroid;

While matrix transformations are common, quaternions offer a robust alternative for avoiding gimbal lock during dynamic rotations. The following snippet constructs a rotation quaternion from an axis-angle pair and applies it directly to a position vector.

float spin_radians = radians(ch("rotation_deg"));
vector axis = normalize(chv("spin_axis"));
vector4 quat_rot = quaternion(spin_radians, axis);

vector transformed_pos = qrotate(quat_rot, @P);
@P = transformed_pos;

Bending a polyline sequential requires storing historical positions to maintain structural integrity during recursive transformatiosn. This approach iterates through the curve, applying incremental rotations around preceding pivot points.

vector sampled_positions[];
int total_pts = @numpt;

for (int i = 0; i < total_pts; i++) {
    append(sampled_positions, point(0, "P", i));
}

for (int i = 1; i < total_pts; i++) {
    float bend_angle = point(0, "bend_amt", i) * ch("global_scale");
    vector pivot = sampled_positions[i-1];
    vector prev_normal = point(0, "N", i-1);

    for (int j = i; j < total_pts; j++) {
        vector current = sampled_positions[j] - pivot;
        vector4 local_quat = quaternion(-bend_angle, prev_normal);
        current = qrotate(local_quat, current);
        sampled_positions[j] = current + pivot;
    }
}

for (int k = 0; k < total_pts; k++) {
    setpointattrib(0, "P", k, sampled_positions[k]);
}

The bending magnitude typically scales with point index, allowing for smooth, organic curves. A ramp parameter can be mapped to the angle attribute for precise control.

Adjusting point density along a resampled curve relies on remapping the curveu attribute. By applying a power function to the linear parameter, we can cluster or distribute vertices non-uniformly before interpolating new coordinates.

vector position_samples[] = detail(1, "stored_positions");
float raw_param = @curveu;
float exponent = ch("density_curve");

float mapped_param = pow(raw_param, exponent);
@P = spline("catmull-rom", mapped_param, position_samples);

When the exponent equals one, distribution remains linear. Increasing the value compresses vertices toward the curve's origin, while values below one expand them toward the terminal end.

Tags: Houdini VEX Geometry Manipulation Procedural Animation Curve Deformation

Posted on Thu, 07 May 2026 12:32:59 +0000 by Ayien