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  1. Volume mixing with VolumeVop

    Hi, Here's a little example on how you can approach this. Let me know if you need me to clarify something. Gab. volume_switch_01.hip
  2. Point Between 2 points with Normals

    Hello, I've try something for you. The 'attribwrangle_between_points' is placing point between itself and next point. I've tried to comment the scripts but let me know if its clear enough. Gab. forOdForce_02.hip
  3. Hi Junji, you should take a close look at what's going on when you copy attribute from grid1 to grid2. In fact you're copying the color of each point, number by number (color ptnum 0 -> color ptnum 0) and when you reach point number 10 001 which you haven't in grid1 it begin at 0 again (color ptnum 0 -> color ptnum 10 001). The 2 grids have a different topology so you get different mapping. In your case you're getting kinda the same image because is 100 x 100 and 100*2 x 100*2. If you change your grid2 to 201x201 you'll probably notice that every thing is a bit messed up, that's why. I don't know if i'm clear enough, you can try your setup with 2x2 and 4x4 grids and display points number, that way you'll see what's going on. Gab.
  4. [SOLVED]Removing InLine Points?

    Hi there! In your case that might be a solution. It remove point if the angle is more than a threshold and as 2 neighbours (border in your case). int nn = neighbourcount(0,@ptnum); @dot; if(nn == 2) { int Lp[] = neighbours(0, @ptnum); vector pos1 = point(0,"P",Lp[0]); vector pos2 = point(0,"P",Lp[1]); pos1 = normalize(pos1-@P); pos2 = normalize(pos2-@P); float dot = dot(pos1,pos2); @dot = dot; if(abs(dot)>0.995) //0.995 is the angle threshold { removepoint(0,@ptnum); } } I hope it will do the trick for you, Gab.
  5. update variable inside custom function (vex)

    I ikoon, sure you can, here's examples : vector pos = @P; void cl(vector pos) { pos.y = 0; } cl(@P); void clamp01(float cl) { cl = clamp(cl,0,1); } f@big = 1.5; clamp01(@big); // function clamps @big between 0 and 1 f@result = @big; // paste @big to @result Documentation about it Hope it help, Gab.
  6. Turbulance Pyro Help

    Hello, I have a small example of a basic setup that work for me. It depend a lot of what you're doing but here it is. I just convert the collision to volume and put some noisy velocity in it. Hope it help. fire_vel_01.hip