Houdini SOP
Houdini SOP
I. Normal Creation
When set to By Vertex Angle, care is taken when computing normals to try to avoid issues introduced by sliver polygons and to weight contributions to normals by angle, so that triangulation won’t change normals significantly. When set to Each Vertex Equally, a faster, but less accurate, approach similar to the approach used by the Facet SOP, is used to compute normals, where each vertex is given equal weight around a point, and less checks are done for ensuring stability. When set to By Face Area, the behaviour is similar to _Each Vertex Equally_, except that vertices on faces with more area will be given more weight when computing point normals. This is often used to fake the appearance of a smooth bevel for geometry with only a simple chamfer.