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Showing most liked content on 07/12/2016 in all areas

1. 4 points
Have started to dabble in VEX now, thought i would try my hand at one of the easier ones to get my feet wet not 100% like his (my speed is and amount of offset I think is off) but was a good introduction! https://beesandbombs.tumblr.com/post/145701615464/noise-floor-hd-remake-of-this-older-one mountain_gif.hipnc
2. 1 point
3. 1 point
// Point wrangle. vector edge_dirs[]; foreach (int nb; neighbours(0, @ptnum)) { vector pos = point(0, "P", nb); vector edge_dir = normalize(@P - pos); append(edge_dirs, edge_dir); } vector edge_normal = normalize(avg(edge_dirs)); @N = edge_normal; Here the sample code for edge normal vector. After foreach you have an array of normalized deltas between point and it's neighbours. If you need true length vectors as an array attribute, you may simplify the code to something like this: // Point wrangle. foreach (int nb; neighbours(0, @ptnum)) { vector pos = point(0, "P", nb); append(v[]@edge_vectors, @P - pos); }
4. 1 point
Hey , i suggest you use particles for it , or animated geometry or a combination . You can use temperature diffusion to transfer temperature and ignite fire in a sequence . I quickly tried a couple things to get a similar motion . I didn't have time to refine it much. I'm still learning myself . Check out the attached files . Hope you find some ideas from it . Let me know if you don't get any questions ! test_07.hipnc test_08.hipnc test_09.hipnc
5. 1 point