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majinpu

Randomize Carve Animation

Hi there!

I am attaching a file scene where I have generated some connections between some points. 

I would like to randomize the animation of the carve.... it's been two days now but I am wrapping my head around this! 

 

thanks a lot

HexaMap_example.hipnc

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here's one way...problem is your carve should be inside the loop so that it carves differently for each path...

If it's too slow for you, just play with the constant 0.5 infront of the $T in the carve...

The constant 0.123 is the seed, so if you don't like the result, change the seed.

 

HexaMap_example_randcarve.hipnc

Edited by Noobini
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Hey Noobini! this is really cool! thanks a lot!

I didn't expect the solution could it could be so painless!!

 

How does the detail function works in this case? I am a little bit confused!

 

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well first I tried rand using @ptnum cuz it's obvious...but couldn't quite get it to work...probably by the time it gets down to the carve...ptnum is not what I think it is (the Users) anymore...

So basically, I had to find a way to rand on 'count' ie. the iteration. So the detail is getting the loop counter info. Best if you watch the video by Jeff Wagner (roughly starting at 0:40:00)

(I can't be stuffed writing long input names so I always create a spare input and use -1 in detail...just me)

https://www.sidefx.com/tutorials/geometry-workflows/

(yes I have watched the video over and over and over...and practice practice practice this new loop thing...and don't forget to change the iter to fetch metadata cuz now we're getting the count/iteration)

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This seemed like a good way to compare foreach vs compiled foreach vs the groom.h trick outlined earlier on odforce vs removepoints by curveu.

The speedup with compiling is huge, but its still slow compared to a wrangle approach.

carve_compare.hip

 

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8 hours ago, mestela said:

This seemed like a good way to compare foreach vs compiled foreach vs the groom.h trick outlined earlier on odforce vs removepoints by curveu.

The speedup with compiling is huge, but its still slow compared to a wrangle approach.

carve_compare.hip

 

thanks for the illustration Matt, so with the 'removepoint' method, I guess the only downside is the discrete look if you have a lowrez spline ? (what about some sort of lerp as a standin instead of a whole discrete section being removed...)

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Yep, or just resample to the resolution you need before the wrangle. Every time I've needed this effect it's been a very quick growth, so I've been able to get away with quite low res segments. 

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thanks a lot guys!

I forgot about that webinar!! I watched it again and I downloaded the example files.... Amazing!!

 

So far i don't know if I got right... but.. in other words this new  iterations function it's a new way of copy stamping using the for each loop?

I watched the webinar more than once but looking at some example files I got just more confused!

 

 

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