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Everything posted by Noobini

  1. Grid extrusion within another geo area

    try this... vu_ExtrudeWithinVol.hipnc
  2. dr strange time slices effect

    or was it: Once you go choppin'...there ain't no stoppin' ?
  3. dr strange time slices effect

    does this help in any way ?
  4. Is AMD potentially risky? (Threadripper)

    surely PathFinding should love 'parallel' processing (I'm doing poorman's PathFinder, not necessarily shortest, in Max MCG...sloooooow as hell but maybe someone could whip up a decent FindShortestPath test for H16, that'd be nice...)
  5. save each class seperately

    so isn't it simply @class=`$F-1` ?
  6. well if it's decimeter...then it's back to 0.1 since 1 m = 10 decimeter 'Decimation'....one in ten...ie. one in ten of you will be executed by the other nine....
  7. @numpt vs npoints (VEX vs Hscript)

    haha...very VEXing indeed...:) and here's an even shorter way to get 1st and last: @ptnum%(@numpt-1)<1 (but that might confuse the crap out of ppl)
  8. @numpt vs npoints (VEX vs Hscript)

    no i didn't forget...and yes I was 100% clear that I want the LAST point.... Pretty sure I said "if you want the last point, then:" blah blah...
  9. @numpt vs npoints (VEX vs Hscript)

    what I think the OP is driving at is this...in Group Expression, if you want the last point, then: @ptnum == @numpt-1 2nd last point would be @ptnum == @numpt-2...and so on.... yes, I did expect simply @numpt-1 would be the last point....but just reading stuff so far down to here...made me came up with the above answer... bonus: here's how to get 1st and last @ptnum%(@numpt-1)==0
  10. what am I missing here ? 1 m = 100 cm so why use factor of 0.1 ? shouldn't it be 0.01 ?
  11. Delete points close to surface edge

    I tried Acey195 wrangle in mine and it works straightaway...with my setup I have a referenced copy so that there's one with and one without 'holes'...naturally the one with holes you use for scatter as you don't want the points in there...the other one without holes, you use for Unrolling...this method you don't get points disappearing where the joints are... So the ref'ed one should be exactly the same as the other in all aspects except for the 'holiness'... DeleteNearBorder_Acey.hipnc
  12. i DID try that, I tried to examine the Geo Spreadsheet to see what it gives me...but couldn't quite make heads or tails of the data...have to have another look....
  13. Read point array attribute from detail wrangle

    apologies, I'm a noob..but should there be a dot there before the square bracket ? Take it out ?
  14. because of the Smooth Point = 1 in Polywire. If you have Smooth Point = 0, it works fine...geo not changing...coz it's not 'smoothing' but the segments are disjointed...ie. next to useless to you. So add a Resample after the Transform...Bob's your uncle....
  15. Delete points close to surface edge

    I'm sure there's lots of other ways...here's just one.. (adjust distance threshold in GroupTransfer) vu_DeleteNearBorder.hipnc
  16. here you are, works for all cases now (even works with curve on curve instead of curve on grid). I have no idea why the viewport display is flaky...the Polywire proves it works...yet group Promote doesn't wanna display nicely......dunno... vu_EdgeCurveIntersections2.hipnc
  17. got something close...seems if the intersection is too far from the edge centre...it won't pick it up...but if your cutting line cuts it near the centre of the edges most of the time...it might just work... vu_EdgeCurveIntersection.hipnc
  18. I would have simply used Copy and Transform instead...the transform offset is simply the BBox width of the object being copied. Far simpler and precise.
  19. Unable to evaluate expression

    not directly answering your question...but is this what you want ? SetZtoLum.hipnc
  20. apologies if I'm totally on the wrong track....I assume you just want to cleanup the 'overlap' ? there's probably better procedural ways...here's just a manual way....(since I'm not quite sure if I'm on the right track in the first place) (ver 2 is more 'procedural') walls_incorrect_cleaned.hipnc walls_incorrect_cleaned2.hipnc
  21. like this ? (added Seed and Multiplier in CTRLS) FLoop_attribtransfer_Rand.hipnc
  22. Is AMD potentially risky? (Threadripper)

    here's my latest results Win7, i7 4770K @ 4.6GHz, 16G RAM DDR3 1600, GTX 1070 Grain - 1:33 (Save to Disk, read result from Perf. Monitor) Fluid - 0:22 (Save to Disk, read result from Perf. Monitor) (so where do I do the 'meshing' if this seems suspiciously fast ?) Pyro - 10:02 (Save to Disk, read result from Perf. Monitor) Boolean Sphere - 42:42 (Render to Disk, read result from Render Scheduler Elapsed) (OC: 1 core @ 4.6 2 cores @ 4.4 3 cores @ 4.2 4 cores @ 4.0) (RAM uses XMP1.2 profile which means 800MHz instead of 666...yes confusing from 1600MHz..I think advertisers would like to advertise the D(ouble)DR number rather than 800) (Save to Disk: Samsung 850 EVO 250GB)
  23. WIP - ok++'s softbodies RnD + .hip files

    without even looking inside the files yet...I'm going to say THANKS !!!