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  • Posts

    • Hello, if you have a set of curve (I would prefer always closed ones, so no you don't have repeating points), you can measure the the distance between all point pairs and sum them up and doing this for all offsets (0, 1, 2, ... number of prim). After this there should be an optimal offset (with minimum distant sum). You can do this for all curve pairs and get the relative offset from curve i to curve i-1 etc... .   align_curve_starts_mod.hipnc
    • Hello, I'm working on a custom g-code slicer and one problem I encounter is that I don't know how to align the curve start/end points of vertically stacked closed curves. I want the start points to be close together, to minimize the travel between layer changes and to move the seams to the back of the print. I've attached a simplified example with two curves, one of them rotated. I want to check and rotate each of them so that the start point is the point that has an x-coordinate closest to x=-1. Just for demo purposes here. I am doing the point sorting in an attribute wrangle which has multiple problems I'm afraid. I hope someone can help me out. I checked these solution but they all work with simple shifts, I need to shift each curve differently. Here's the vex: for(int c = 0; c < nprimitives(0); ++c) {     float minX = -1;     int minIndex = -1;     float minDistance = 1e30;          int cPoints[] = primpoints(0, c);     int numPoints = len(cPoints);     for (int i = 0; i < numPoints; ++i)     {         vector P = cPoints[i];          float distance = abs(P.x - minX);              if (distance < minDistance)         {             minDistance = distance;             minIndex = i;         }     }          int newIndexArray[] = array(numPoints, 0);          for (int i = 0; i < numPoints; ++i)     {         newIndexArray[i] = (minIndex + i) % numPoints;         // that would break for curves with different point counts:         setpointattrib(geoself(), "newindex", i + (c * numPoints), newIndexArray[i], "set");     } } I know one problem is mixing absolute point index and index within primpoints but I don't know how to best solve it. align_curve_starts.hipnc
    • Does anyone know of a way to make a non-rigged agent layer react dynamically with collisions in the simulation?    for example - I have a crowd of agents who are forming a shield wall to block incoming sticky collision arrows. I make an agent layer with the agent and an agent layer of the shield, however since the shield is not rigged I cannot create a collision shape as you typically would with an agent, my only other idea was to somehow make the shield layer into an end object somehow that can then block the sticky collisions but am not sure of how to do this. Any suggestions would be greatly appreciated (sorry for no HIP but my setup has loads of geometry that I don’t feel like attaching) 
    • I'm trying to cache a fairly simple vellum fluid sim, and my cache stops prematurely and when I go into the DOPnet to ascertain the issue, I see the following error... Error vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints: Error: Invalid source /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints/geometry. (Error: vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid: Error: /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid/neighborsearchcl1: NaN detected in particle position.). I have an nVidia RTX 4090 Driver 551.86 Houdini Indie 20.0.672 This is for a deadline, and I'd really love to fix this because vellum fluids are awesome, and the only solution I can think of to get this delivered.
    • Great source can be this. It's something like interview with Dmitry Kulikov where he shows some breakdowns of his works. https://www.youtube.com/live/_9pY7eB0F10?si=8ZbuS_7rnpM29GPV
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