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Master
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Hardcore City Berlin, Germany
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Maya, Houdini, VfX
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I found a lot of useful information here to do some basic metal bending with switching the constraint from Hard or Cone to Glue. and i am satisfied with the switch effect - but i have a lot of jiggle at the start, so i think i am on track but not getting it right. when i up the substeps it reduces the bending and jiggle but is this the right way? or do i have to do some more tweaking on the constraint settings? do i miss something? any help would be appreciated, here is the file. thx de Heavy Cone_to_Glue_Jiggle.hipnc
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- cone twist constraint
- glue constraint
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I know, that this is an older question, but I have to warm it up, cause I have exactly the same questions and I only see marginal differences in changing the values. So Propagation-Rate of 1? is this some real-world-value like meters and Half-Life-Decay: does that mean the impact data can travel longer ways with higher values , cause the decay is not that much reduced ? how are those 2 interact with each other? I really would like to understand what this values do in a glue network... cheerz de Heavy
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Hey I Stumbled over this and it helped me with nearly the same effect. but i have to go back to the thing with the connectadjacentpoints node. it is constantly reconnecting points - is there a way to avoid that? I put a connectadjacentpieces node behind the point deform in Sepu`s example to test it. I set the "CaP" node to connect points and tried different radius and max points settings but no luck. thx in advice de Heavy
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ok i check that dicing multiplier. for now - and after seeing your first helpful answer - I control and setup my noises in a regular point VOP feed the output to Cd and have nearly instant feedback in the viewport. when I am satisfied I copy paste the noise to the shader context and combine with what I have so far.
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Hey David, thx for the reply and information, and there it goes... I work on a bunch of displacement, to stack grains and noises on to each other... so it seems that this causes the scene regeneration. maybe it helps when I disconnect all that displace output, work with the BW noise and plug the displace back into the Shader when done. thx for the answer cheerz to Prague nice city btw.
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Is there a way to stop Mantra from regenerating Scene ? at the moment I am working on some Shader and Texture work and and have only a Plane and a basic light and everytime I drop a node on to the IPR it regenerates the scene and makes my work for parameter changes very slow...
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yeah thx again, I read a lot at the moment and try and type and script and so on. I watch Entagma and read through Tokeru and others - but it seems that I missed that one. Ohh and i found the line that "explains" the use of the set attribute - i really didnt get it before (around an hour or so).
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Hey Folks, I wrap my head around this and cant find any solution can somebody explain me why this is not working and how I can get it to work ? // roomsizes vector zim3 = {5.25, 2.50, 3.82}; vector zim2 = {3.65, 2.50, 3.90}; vector zim1 = {3.65, 2.50, 2.82}; vector kueche = {2.50, 2.50, 3.82}; vector bad = {2.83, 2.50, 3.74}; vector flur = {1.50, 2.50, 5.71}; vector aRaum = {1.50, 2.50, 0.96}; // create Rooms // create _LivingRoom int pos0 = addpoint(0, {-(zim3.x*0.5), 0, -(zim3.z*0.5)}); int pos1 = addpoint(0, {(zim3.x*0.5), 0, -(zim3.x*0.5)}); int pos2 = addpoint(0, {(zim3.x*0.5), 0, (zim3.z*0.5)}); int pos3 = addpoint(0, {-(zim3.x*0.5), 0, (zim3.z*0.5)}); int roomPrim0 = addprim(0, "poly"); int vert0 = addvertex(0, roomPrim0, pos0); int vert1 = addvertex(0, roomPrim0, pos1); int vert2 = addvertex(0, roomPrim0, pos2); int vert3 = addvertex(0, roomPrim0, pos3); seems very simple but I miss something... and yes i am running in Detail mode thx deHeavy
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Yeah, as i said, i got the point. Its a waste of time and resources with not much flexibility. Its better to vex the point and use copys or instances. How do you measure all that performance, I dont belive you take a stopclock for that..?
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thx f1480187 for the effort, but seems a bit overkill to me. Konstantin over at Sesi-Forum provided me with a much slicker version. vector offset = chv("offset"); int copies = chi("Copies"); int prim_pts[] = primpoints(0, @primnum); for (int i = 0; i < copies; i++) { int add_prim = addprim(0, "poly"); foreach(int pt; prim_pts) { vector pt_pos = point(0, "P", pt); vector offset_Mult = offset * (i + 1); int add_pt = addpoint(0, pt_pos + offset_Mult); addvertex(0, add_prim, add_pt); } } but yes i think doing all that create prim, foreach point in prim - create points, create vertex , is maybe a bit much when it comes to bigger scenes.
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VEX is relativly nu to me, even when I am familiar with mel and some other programming languages. So be Patient with me and dont make it to complicated At the moment I am creating a brickwall with a few for each Loops and I thought, hey those simple transformations can even be done in a wrangle. but all those point creation and create geometry with vex tutorials doesn't take into account when there is an incoming prim or box that should only be transformed - so i am more confused now. can somebody give me a short forloop example to move and duplicate a box, when the box is piped into the wrangle? thx deHeavy