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Everything posted by CinnamonMetal

  1. One sphere different types

    I want to have one half of a sphere as type; Polygon, and the other half as type; Polygon Mesh ? The result is one single sphere.
  2. Remove Primitive by Sphere

    Shouldn't it be dist, rather then @dist ?
  3. Remove Primitive by Sphere

    if(@primnum>45){ vector ghh = point(1,"P",i); removeprim(0,ghh,1); I'm hoping I can get some help. *ghh* is a variable which represents a sphere. What I want is, when moving the sphere around if it should come in contact with primitives with numbers greater then 45 then it removes those primitives; although it's not working, what am I doing wrong ?
  4. Remove Primitive by Sphere

    It's a single primitive, therefore with one point.
  5. Displacing displacements for curly paper

    That opens alot of possibilities with displacements. Is there self-shadowing, hard to tell by looking at the image ?
  6. Remove Primitive by Sphere

    What are the other ways ?
  7. Remove Primitive by Sphere

    I see my error. What I should've asked is; how can I translate a sphere around and when it comes in contact with the primitives of another object as in a sphere, it deletes primitives based on a threshold distance ?
  8. Slow down particles ?

    I couldn't find scale time within a DopNet ?
  9. Slow down particles ?

    Is there any way to slow down particles. When caching my particles in the viewport they play too fast, I could cache them out and use time shift; I'm hoping there is another method ?
  10. Access sop parameter within popnet ?

    I was expecting a different answer, alright
  11. I have a parameter within a primitive wrangler sop. I want to access the value of this parameter from within a POP node expression ?
  12. Quad Sphere ?

    How do you create a sphere made of all quads; Polygon Mesh has poles and polygon is triangles ? I want a sphere without any poles; but all quads.
  13. Access sop parameter within popnet ?

    Yeah, but instead of a POP Wrangler a POP Op which takes VEXpressions.
  14. Quad Sphere ?

    This was the first technique I tried, along with a subdivide sop; I was surprised at the result.
  15. When to care about topology?

    Good Advice. Unfortunately TopOBuild is not non-destructive. In reality you should model in quads; therefore it's good to have a modeling package or sculpting package or both. Nice shampoo bottle, but I find that is one too many nodes.
  16. Oldie Export

    I know export is old to use within a Wrangler but how can I use it as I'm currently trying to add it to a line of vex code to temporarily export a variable to the spread sheet, and I know I can use @ instead but I want to try export, but I keep getting an error ? export float pControl = [Code here] // Error ?
  17. Store Vector3 as Attribute ?

    How can I store Vector3 numeric data from Python as an attribute and use that data whether in Python or VEX to store geometry/points at the specific Vector3 locations ?
  18. Attribute Arrays within POPNet Node

    This code is all within a POPNet Node (Vex Expressions) int tArray[] = {}; // Is the {} required for a variable ? for(int i=0;i<500;i++){ append(tArray,i); The above code is part of a larger block of code; but it doesn't write to an array, as in; there is no array attribute visible within the geo spreadsheet ? As well, can't I write to an array as such ? i[]@pntCol; for(int i=0;i<500;i++){ append(i[]@pntCol,i);
  19. Pop Attract with set of points ?

    You're on track with the first part of what you said; then again not quite sure what you meant by "the modeling locks in". Did you mean piece by piece ? Going by the link which you posted, if that is what you're referencing; I hope. I want the primitive too not snap as it to look clean. By it finding the nearest point on the sphere then as you mentioned in what I quoted above, things are not clean and look more natural when the other parts come into play so to speak.
  20. Pop Attract with set of points ?

    The attract points node within a POPNet attract a point to another point. What if one of the points is representing a primitive; how could I get the four points of a quad primitive to snap to the nearest points of a polygonal sphere; while the point of the quad primitive is directed by a POPNet. I hope that was understood. Remember there two different set of points / point, one is controlled by a POPNet, the other is the Primitive which is made up of the point. When the point representing the quad primitive is within distance of a sphere, for example; the four points on the sphere meet with the nearest four points on the sphere. I was thinking of opening the point cloud of the primitive but I don't know how to get attract points within a POPNet to use the point cloud of the primitive rather then the point representing the primitive ?
  21. Pop Attract with set of points ?

    Actually, using cloth is something I considered. The link you posted, fills the primitive with an object. I want the primitive to, I guess you could say; snap to the nearest point on the sphere. The center point, snaps to the nearest point on the sphere, while the other points on the primitive snap to the other nearest points on the sphere
  22. Pop Attract with set of points ?

    In the scene, you'll see the primitive which have a center point; attract to the nearest point on the sphere. Although what I want is for the four points as well on the primitive to attract to the nearest points on the sphere. Unless someone has another solution to this ? One caveat, I realize that more sub-divisions on the sphere will be required unless the goal is to have the points on the primitives to stretch to the nearest point on the sphere. LoopDeletePrim2_odup.hipnc
  23. Pop Attract with set of points ?

    Sorry, what do you mean by fetch ?
  24. Displacing displacements for curly paper

    Do you mean the Lighting Shading & Rendering Masterclass ?
  25. Pop Attract with set of points ?

    The nearest point which would be the three\four points of the primitive which come close to the target mesh. I have the center point for each primitive; if the center point is controlled by the POPNet; how can I get the three/four points that make up the primitive to which the center point is controlling to attract to the nearest point of the target object; whatever the target object is, let say in this case a sphere ?