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About fsimerey

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  1. Remove Primitive by Sphere

  2. VEX Modulo Operation giving incorrect results

    I think it's a problem of precision. Transform in integer avoid this precision. It's why round the offset must works too.
  3. VEX Modulo Operation giving incorrect results

    I would round the offset value before modulo operation OR multiply the offset and transform to integer like this: int(offset*10)%4
  4. Blend parameter doesn't work with point attributes?

    You can easily use an Attribute Wrangle:
  5. VEX code won't work as expected

    It's because @numpt is an integer in the division. Use the function float() to convert integer to float. f@ramp = @ptnum / float(@numpt); But if you want a full ramp from 0 to 1 use this expression f@ramp = @ptnum / float(@numpt - 1);
  6. String parsing in Font SOP

  7. String parsing in Font SOP

    Ok, i see. A python sop could be simple to count lines.
  8. String parsing in Font SOP

    Indeed, i misunderstood your question. Strange approach, on my side, i would make an integer parameter on my sop/hda/null, then put it in font sop and duplicate node. How do you access to text field to enter your number ?
  9. String parsing in Font SOP

    `chs("../duplicate1/ncy")` Be careful of back-ticks, needed to evaluate the expression. An easy way is to a right-click on channel you want to copy and paste into the text field of Font SOP.
  10. https://atom.io/packages/language-vex
  11. rotate with vex around axis next to the object

    And you can do more. Rotate along the vector defined by 2 specific points in full 3d: // Points to define vector axis and center vector P0 = point(0, "P", chi("p0_axis")); vector P1 = point(0, "P", chi("p1_axis")); vector axis = normalize(P1 - P0); vector center = P1 - (P1 - P0) / 2; // offset to center vector _P = @P - center; float ang = chf('angle'); vector4 q = quaternion(radians(ang), axis); // rotate P and N @P = qrotate(q, _P); @N = normalize(qrotate(q, @N)); // replace to origin @P += center;
  12. Try this in wrangle Primitive node: i[]@arr = {-1,0,1}; // Create an array with values i@arr[1] = @primnum; // Set primnum in array[1] This create and set value of an integer array.
  13. How identify vertex's normal with '-nan' value ?

    It's exactly what i was looking for. Thanks f1480187
  14. How identify vertex's normal with '-nan' value ?

    Ok, i found a solution to solve my problem, but it's not by identify -nan value. The bad primitives have an intrinsic:measuredarea equal to -nan too. So i keep only primitive with an area > 0.0001
  15. Hello, i have a bad geometry with some vertex with -nan value in @N. @N is a 32 bits float vector attribute, but -nan is equal or not equal of which value ?