I am generating a network surface based on various user inputs. Depending how the resulting curves are oriented the normal direction of the generated surface seems unpredictable, which means often that everything afterwards is happening out of sight on the wrong side.
Sortof if like the generated surface was a terrain and I wanted to populate it with trees, and need to figure out what side of the tree goes on what side of the terrain. Except the world is round and we’re in a square unit system, so you can’t use world Z+ or whatever to figure it out.
Right now I am just putting a flag out the “wrong” side so it’s obvious you need to go hit a toggle switch in GH to flip the surface.
I’m wondering how I would go about making this unnecessary 99% of the time. Logically I want to know where the perspective camera is and then determine the presumably expected normal direction based on the relative positions of the surface and the camera, i.e. make an assumption that the user wants to see the output on whatever side of the surface that they’ve got their camera on.