I use Face normal and face bottom edge direction, to calculate instance orientation per face. but some of the instances are flipped.

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I think the problem is with calculating the vector of face bottom edge.

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I tried using maximum and minimum math nodes, but it doesn't work. any ideas?

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  • $\begingroup$ Use the same rotation to rotate a vector $<0, 0, 1>$, separate its $z$ component, pass to a switch, if false, rotate euler by $180°$ around local $z$ axis. $\endgroup$ Feb 19 at 19:37
  • $\begingroup$ @MarkusvonBroady I don't know how to implement it. plz, explain more. $\endgroup$ Feb 19 at 19:59


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