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logix1390

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About logix1390

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    Peon

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  • Name Mike
  • Location Toronto

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  1. really appreciate the help konstantin. this works well with the ramp and color, I see what you mean now. If I wanted to add displacement to the position of only the anti aliased noise, would I have to fit the position of the aanoise and add it after I mulitply it with the values of the ramp? No matter what I do it just becomes a jumbled mess. I attached my scene if by any chance you want to take a second look . Thank you. ramp_and_noise2c.hipnc
  2. thank you konstantin, I tried to multiply it. seems to have disappeared. once I add the turbulent noise to the position of the grid, I then multiplied it by the ramp param. Is their something i'm missing ? Thank you for the help. ramp_and_noise2.hip
  3. Hello, I am trying to create a gradient ramp on a plane and add noise only to the white color of the ramp. I am trying to do this in vops. I have the noise and I have the ramp applied in vops, however I don't know how to make the noise only affect the color. Any help would be much appreciated , thank you. ramp_and_noise.hip
  4. Thank you for the replies. This put me on the right path. I needed to find the cross product of the poly frame normal you guys showed me, and an up vector on Y axis. I then changed the new vector to N and I got the direction i was looking for. Thank you for all the help guys !
  5. Looks like my pictures didn't get embedded properly. I will attach them as a file.
  6. Hello again, So I have come across an issue. It is probably better to just explain with pictures... <a href="http://s480.photobucket.com/user/vaz13/media/Picture_2_wrong_Normal_zpszysblp9h.jpg.html" target="_blank"><img src="http://i480.photobucket.com/albums/rr169/vaz13/Picture_2_wrong_Normal_zpszysblp9h.jpg" border="0" alt=" photo Picture_2_wrong_Normal_zpszysblp9h.jpg"/></a> <a href="http://s480.photobucket.com/user/vaz13/media/Picture_3_correct_Normals_zpsbdmo3vo1.jpg.html" target="_blank"><img src="http://i480.photobucket.com/albums/rr169/vaz13/Picture_3_correct_Normals_zpsbdmo3vo1.jpg" border="0" alt=" photo Picture_3_correct_Normals_zpsbdmo3vo1.jpg"/></a> Basically I am making a procedural house. I am at a part where I am making the wooden pillars on the inside walls. I have an outline of my house where I resample each line and copy the pillars onto them. However , the problem is the orientation of each pillar. Since my house is an irregular shape, when I try to orient and scale them inwards toward the center , each pillar scales incorrectly on some sides of the house. I put an expression so that the normals face towards the center, but the way I have my house setup, the center is at the origin grid and not the origin of the house. It's a bit tricky to explain, I have attached my scene file for anyone who wants to take a look. Orienting_Pillars_along_normals.hip
  7. This is exactly what I needed . Thank you!!
  8. Hello everyone, I have run into an interesting problem. I want to take a box, divide it up with whatever amount of edges using a 'divide' sop and then be able to isolate those edges based on the X, Y and Z axis. I know that I can start my box of with 'Rows' or 'Columns' under 'Connectivity', which comes close to what I want, however, it keeps 2 axis of lines. I want to see just the X axis Lines, Y axis Lines, and Z lines separate from each other. I am currently working on a procedural building and want to turn those edges into pillars on the inside of the building for destruction. I attached my scene for anyone who wants to take a look. Thank you. Delete_x_y_z_Lines.hip
  9. All of these methods worked, thanks everyone!
  10. Hello, I have some lines, and I want to add points to each line based on the length of the line. The longer the line, the fewer points I want to add , and the shorter the line , the more points I want to add. I have already calculated the perimeter of each line and stored the values in an attribute called " perm". After I isolated one line inside the foreach, I add the Resample node. I want to get the resample "length" parameter and divide it by the attribute "perm" to see what happens. I have a point expression in the "Length" paramter of the resample to reference in the values of the perm attribute but it's not working... point(opinputpath(“.”,0), $Ptnum, “perm”,0) Is there something here I'm missing? I attached my file If anyone wants to take a look. Thank you. resample_by_length_Polylines.hip
  11. Hi everyone, My goal is to bevel the corners of the voronoi fracture pieces. I pretty much achieved it already, however, there are some intersecting geometries in a few corners where the angle is very tight. Is their a way to clean these intersecting geometries , as well as having control over how round the corners are. As of now, I can only round out the corners so much before it intersects. I will attach my scene for anyone who wants to take a look. Thank you ! bevel_voronoi.hip
  12. Atom! Thank you again sir. This is a very interesting method.
  13. Hello !, So I copied a few different geometries on points of a grid. A Sphere, a Box, a Torus , and a Cone. I then copied that grid with the copied geos to another bigger grid. (I have to do this) Question: How do I randomize the seed so that the end result does not look like a bunch of the same grid copied in a rows and columns. I know I can probably randomize the rotation of the original grid , but I was wondering if there was a better way to do this with a seed. I attached a scene file for anyone who wants to take a look. Thank you! Copy_Problem_on_Grids.hip
  14. Thank you all for the help !
  15. This is perfect. Thank you Atom !!