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Gorrod last won the day on July 30 2017

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  1. I don't exactly know what geometry you're dealing with, but I tried some different ones and also restricted the scaling to only x and z here: scale_circle_2.hipnc
  2. maybe try this out scale_circle.hipnc
  3. Combining two Primitives

    Very cool, and it works well in 2D space. Something like the dissolve- together with the join-SOP is actually what I was looking for to output a single primitive. Thank you!
  4. I was wondering if there is a way of combining two primitives e.g. two 2D circles that get into a certain range of each other like in the gif below. I was taking a shot at it myself but so far it's too dependent on point numbers and orders. combining_circles.hipnc
  5. @P = @oldpos -> not working

    in the second wrangle, write @P = v@oldpos; You have to tell it that oldpos is a vector and not a float attribute.
  6. Particles along surface

    Here's a Video with a few techniques of sticking Particles to surfaces, the file included should be helpful I think. At around 2:35 is what you're looking for with a quick usage of xyzdist and primuv. sticking_particles.hipnc
  7. Opus Pattern Grid

    As far as just deleting the primitives that are too small you could just measure their length/height in the foreach loop (see attached) For the rest there's definitly a way better (and cleaner) way to do this but I'm too lazy to rewrite the nodes right now . divide_grid3.hipnc
  8. "Tent": Connect 1 pt to a bunch of others pts

    I don't know of any clean and elegant way to do it but you could just sort the points on the "ground" by angle to the top point and then connect them. tent_points.hipnc
  9. Opus Pattern Grid

    with this setup there will kind of always be some small ones left to fill up space that's left because of random length. I did improve it a little bit though so you can have some control over length / height. divide_grid3.hipnc
  10. Opus Pattern Grid

    Because I was curious i expanded the idea of @konstantin magnus a bit and ended up with this setup. divide_grid3.hipnc
  11. Opus Pattern Grid

    Even though @trandzik already has an amazing solution for creating these patterns, I wanted to take a shot at it myself and ended up with the following. I didn't clean up any of the code, so this is just a mess but it works . divide_grid_2.hipnc
  12. Learning VEX via Animated Gifs - Bees & Bombs

    Got a bit bored and thought of this thread, so here are some roughly similar gif recreations from Bees&Bombs. knotwave waves on waves triangle sweep six chequered waves six.hipnc chequered waves.hipnc knotwave.hipnc triangle sweep.hipnc waves on waves.hipnc
  13. Learning VEX via Animated Gifs - Bees & Bombs

    https://beesandbombs.tumblr.com/post/57971648339/hexagons-pulsin One of the easier ones and its not a perfect replica, but i certainly learned a lot by trying to recreate it! The hipfile turned out to be more of a little vex playground... hexagons_pulsin.hipnc
  14. Multithreading in Houdini

    I guess I just have to adjust my logic to the way point wrangles and for loops are working in VEX then, thank you acey!
  15. Multithreading in Houdini

    Thanks Atom, I still have a question though... I tried to change the connectMe attribute for the condition in the "Points" version so that the twelfth point does not create a line also. So when the wrangle loops over the point with ptnum == 2 it changes the connectMe attribute and the tweltfth point does no longer meet the requirements for creating another line. I tryed to break down the problem and probably failed a bit to present it correctly... From my understanding the for loop should go over the point 2 first, change the condition attribute of the 12th point which then no longer meets the requirement and does not get processed at all. But the for loop and the point wrangle both process the points at the same time, so they both meet the requirements for the if statement and create two lines instead of one. So basicly what i want to do is go over the points one by one, starting at a point and then moving on to the next one (so I can change an attribute of a point while iterating through another one). I tried that using a for loop and the point wrangle, but neither seems to work that way.