Math for VSFX

Updated on March 1  2024

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copyright © Deborah R. Fowler



Coordinate Systems

Deborah R. Fowler



Coordinate Systems

Updated on June 22   2013



Most of our work in 3D packages exists in a Cartesian coordinate system. Point locations described with ( x, y, z ).

In mathematics and other applications it is often handy to describe things in Polar coordinates. Point locations described by some distance from center, r and an angle from a reference direction, theta. In two dimension, (r,angle) and in three dimensions, ( r, azimuth angle (from x-axis), zenith angle (from z-axis) )

It is simple to convert from one coordinate system to the other. For example, in 2-D: