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About AntoineSfx

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    Antoine L
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  1. Extrude a seam after boolean / shatter

    Thanks. That works well especially if the intersecting surface (the body) doesn't have too much details, in this case in the direction of the copied items. Otherwise, the original, say, U edges start interfering with the seam U edges, and they get lost during the fuse.
  2. I like how the shatter / seam followed by a polybevel allows me to add details to a geometry. Is there a way to use the seam edges as a base for polyextrude to make a ridge instead ? Like the vertical ones on the bed of that CAT ?
  3. Paint robot trajectory

    (TSP= traveling salesman problem) So I'm trying to animate an arm, which would spray paint on a surface. I want to define a curve with respect to a surface, with those properties: 1/ cover the entire surface, within a radius (paint is sprayed within a cone) 2/ offset to the surface, and always on the same side -- every point on the final curve (not only control points) should be at a certain distance along the normal of the surface 3/ somehow minimal in length, but not necessarily. I have a first draft for the trajectory, which is really simple: scatter some points on the surface, then sort the points by spatial locality. However, it doesn't generate TSP-style trajectory, there are big jumps, which happen to cross the surface (violates the same side constraint -- 2) How can I do this without going full TSP ?
  4. Boolean shatter

    Trying to replicate https://www.sidefx.com/tutorials/boolean-shatter/ What kind of geometry is expected for the input A ? When A is a box, I have a working setup by marking abseams in shatter then polybevel that abseams group. When A is something else, like a polyextruded curve, I have a bevel between the two surfaces, and the two surfaces are in the output geometry. Can you give me an example of a box being used to draw a groove on a polyextruded surface ?
  5. Phone cord

    In the context of a keyframed animation, how can I ensure that a curve between two parts of a geometry remains plausible ? I'm not looking necessarily for something physically correct, just something that looks ok. I don't want too much self intersection, the ends should be normal to the corresponding surfaces. I have a few ideas in mind, like making two or three shapes manually and blending them with blendshapes according to the distance between the desired ends. Or maybe just compute it entirely on the fly in VEX. It should be easier to add some tangles in VEX Any ideas ?
  6. Freeze Copy

    and the question .. is ?
  7. Combining two Primitives

    Probably a bit beyond the scope of the question, but I will leave this link here::
  8. Is there a way to have one parameter control that would have no more individual controls than required to encode all the necessary values to define this furniture ? Ideally, something like one float ramp, which would serve as a way to define the segments in the x direction ({1,1,1} here). Then for each segment, an additional ramp for the other dimension (y) I could somehow encode all of this in something bigger, but it would be less intuitive. Also, how do you access the ramp stops from VEX ?
  9. Douglas-Peucker polygon simpification

    This works. Polyreduce doesn't reduce polygons though, as I suspected from the documentation.
  10. Douglas-Peucker polygon simpification

    Thanks, it wasn't clear from the doc that it also applied to polygons.
  11. So , I assume it is not implemented by any node, otherwise I would have found that term ( Douglas-Peucker ) sidefx.com This is an algorithm to simplify polygon by removing points that are almost (less than some epsilon) colinear https://en.wikipedia.org/wiki/Ramer–Douglas–Peucker_algorithm Do you think it would be a nice addition to resample ? Maybe it's already there and I can't find it.
  12. Not that it solves your problem, but here is a clarification of the problem you're trying to solve: https://doc.cgal.org/latest/Surface_mesh_skeletonization/index.html At least you have the name of the problem, and one implementation in C++ / CGAL. I'm working on something related, (CGAL + Houdini) maybe it's not that hard to offload some work to CGAL..
  13. Why does a part of this code runs only once in VEX ?

    the real question is, why does printf("numpt=%d\n", @numpt); seems to be outside of the points loop, while printf("ptnum=%d\n", @ptnum); seems to be be inside the points loop. I assume some optimization is made on the program, but I can't find exactly what. I know that vcc (or should I say the VM running its output) runs several threads, but it's unclear what happens to the VEX I wrote in that box.
  14. Why does a part of this code runs only once in VEX ?

    Operators precedence is such that non contrived expressions don't require additional parenthesis.. Unless you want to assign the result of a comparison or something. It's built-in in the BNF. However it doesn't explain why I have that behavior on the original code.
  15. Input is a line, I'm trying to set a different pscale attribute on the first and last point. In PointWrangle (Run over Points), I have this: f@pscale=chf("scl") ; float scale=chf("scl"); printf("begin %f\n",scale); printf("numpt=%d\n", @numpt); printf("ptnum=%d\n", @ptnum); if (@ptnum==0 || @ptnum== @numpt-1) f@pscale=chf("scl") ; else f@pscale=1 ; output: (twice the same thing) begin 0.101000 numpt=10 ptnum=0 ptnum=1 ptnum=2 ptnum=3 ptnum=4 ptnum=5 ptnum=6 ptnum=7 ptnum=8 ptnum=9 begin 0.101000 numpt=10 ptnum=0 ptnum=1 ptnum=2 ptnum=3 ptnum=4 ptnum=5 ptnum=6 ptnum=7 ptnum=8 ptnum=9 Is the compiler parallelizing portion of codes which refer to points attributes ?