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## Popular Content

Showing most liked content on 04/04/2020 in all areas

1. 3 points

## Crazy Hexagons

Another confinement consequence inspired by Hai le tutorial and some hypnotics works of @Librarian. Put your headphones for an immersive transcendental experience The file if you want to play with FancyTimeWithHexagon_F H16.hipnc
2. 3 points

## Abstract -Colors-Copy

or just: @P.y=rint(@P.y*10)/10;
3. 2 points

## Procedural Robots

Some more procedural duderinos:
4. 1 point

6. 1 point

## Ray project shape per primitive, not overlapping

well you are a pro to me! helped me a lot, thanks for that!
7. 1 point

## I'd like to get the type of a primitive

The difference of a polyline and a polygon is the attribute 'intrinsic:closed'. You can get this with: prim(0, "intrinsic:closed", @primnum) or in group with: @intrinsic:closed==1
8. 1 point

## Procedural Robots

thanks guys! appreciate it @flcc @6ril @momposina I spoke about the setup here:
9. 1 point

## Boat explosion

It's a SABOTAGE !@
10. 1 point

## Procedural Robots

These are great! Very interesting stuff - got me thinking how...
11. 1 point

## Grouping Collinear Points on a Polyline

here you go, i commented the code so it should be really straightforward. you can control the grouping based on their facing ratio with the threshold slider. group_collinear.hiplc
12. 1 point

## Ray project shape per primitive, not overlapping

@caskallol...clearly I'm the odd one out among the 'masters' (just a keen hobbyist I'm afraid, not a pro)
13. 1 point

## trying a subway tunnel

Hi, this should probably work aswell: create a straight tunnel (along x-Axis for example) use a path derformer on the straight tunnel (to deform onto a curve) tunnel.hipnc
14. 1 point

## Make breakable - Continous Fracture

Hi Johannes, There doesn't seem to be an exact way (at least not that I can see). But there are a couple of parameters you can change to roughly achieve this: Minimum volume: Anything below this threshold wont fracture and you can calculate the fractured pieces volume in a wrangle. Points by area: By lowering this value you control the amount of fractures. Less fractures, the bigger the pieces. Maximum Fractures: Increase this number to keep fracturing the RBD object until all pieces have fractured to their smallest size. Hope this helps!
15. 1 point

## Modeler 1.0

you are wrong. update from DM1.0 and DM 1.5 to Modeler 1.0 costs $70. But now, during quarantine, it costs$30
16. 1 point

## Make Curve In VEX

Hi @tagosaku, you can shift points by sampling positions from their respective curves with a channel ramp: float u = vertexprimindex(0, i@vtxnum) / float(primvertexcount(0, i@primnum) - 1); v@P = primuv(0, 'P', i@primnum, chramp('shift', u)); curve_density.hipnc
17. 1 point

## Procedural Robots

wahoo ! looks really nice ! sweet shader too
18. 1 point

## Procedural Robots

impressive I like the "no more human" design of somes.
19. 1 point

## On Growth and Form

More fun 13.lesson. projectione.h /*! \fn vector2 one_sphere(vector2 z; float r) \brief Project \f$z \in C\f$ to \f$S^1\f$. Project \f$z \in C\f$ to \f$S^1\f$ with radius \f$r\f$. \param z the direction in \f$C\f$ to project to \f$S^1\f$ \param r the radius of \f$S^1\f$ \return the point \f$z \frac{r}{\mid z \mid}\f$ */ vector2 one_sphere(vector2 z; float r) { return z / length(z) * r; } /*! \fn vector two_sphere(vector z; float r) \brief Project \f$z \in R^3\f$ to \f$S^2\f$. Project \f$z \in R^3\f$ to \f$S^2\f$ with radius \f$r\f$. \param z the direction in \f$R^3\f$ to project to \f$S^2\f$ \param r the radius of \f$S^2\f$ \return the point \f$z \frac{r}{\mid z \mid}\f$ */ vector two_sphere(vector z; float r) { return z / length(z) * r; } /*! \fn vector2 stereo2(vector c) \brief Stereographic projection from \f$S^2\f$. Stereographic projection from \f$S^2\f$ into \f$C\f$. \param c the vector in \f$S^2\f$ to project into \f$C\f$, , must not be \f$(0, 0, 1)\top\f$ \return the stereographic projection to \f$C\f$ */ vector2 stereo2(vector c) { float x = c.x; float y = c.y; float z = c.z; return set(x, y) / (1-z); } /*! \fn vector stereo3(vector4 c) \brief Stereographic projection from \f$S^3\f$. Stereographic projection from \f$S^3\f$ into \f$R^3\f$. \param c the vector in \f$S^3\f$ to project into \f$R^3\f$, must not be \f$(0, 0, 0, 1)\top\f$ \return the stereographic projection to \f$R^3\f$ */ vector stereo3(vector4 c) { float x = c.x; float y = c.y; float z = c.z; float w = c.w; return set(x, y, z) / (1-w); } /*! \fn vector4 stereo3_inv(vector c) \brief Inverse of the stereographic projection from \f$S^3\f$. Inverse from \f$R^3\f$ into \f$S^3\f$ of the stereographic projection. \param c the vector in \f$R^3\f$ to reproject into \f$S^3\f$. \return the projection into \f$S^3\f$ */ vector4 stereo3_inv(vector c) { float x = c.x; float y = c.y; float z = c.z; return set(2*x, 2*y, 2*z, length2(c)-1) / (length2(c)+1); } vector stereo3_e4(vector4 c) { return set(c.x, c.y, c.z) / (1.-c.w); } vector stereo3_e4_inv(vector c) { return set(2*c.x, 2*c.y, 2*c.z, length2(c)-1) / (length2(c)+1.); } /*! \fn vector sphere_inversion(vector z; vector center; float scale) \brief Sphere inversion Perform a Möbius tranformation to project every point inside the the unit sphere in \f$R^3\f$ to outside and vice versa. \param z the original vector in \f$R^3\f$ \param center the center of the sphere \param scale the radius of the sphere \return the inverted vector */ vector sphere_inversion(vector z; vector center; float scale) { // Compute translation, then transform in the origin and retranslate vector translation = set(center.x, center.y, center.z); vector transformed = z - translation; return transformed / length2(transformed) * pow(scale, 2) + translation; } complex.h *! \fn vector2 cmul(vector2 z; vector2 w) \brief Multiply two complex numbers Multiply two arbitrary complex numbers. \param z first factor \param w second factor \return \f$z \cdot w\f$ */ vector2 cmul(vector2 z; vector2 w) { float x = z.x; float y = z.y; float u = w.u; float v = w.v; float real = x*u - y*v; float imaginary = x*v + y*u; return set(real, imaginary); } /*! \fn vector2 cdiv(vector2 w; vector2 z) \brief Divide one complex number by another complex number Divide one arbitrary complex number by another non-zero complex number. \param w divident \param z divison \return \f$\frac{w}{z}\f$ */ vector2 cdiv(vector2 w; vector2 z) { float x = z.x; float y = z.y; float u = w.u; float v = w.v; float divisor = pow(x, 2) + pow(y, 2); float real = (u*x + v*y) / divisor; float imaginary = (v*x - u*y) / divisor; return set(real, imaginary); } /*! \fn vector2 cpow(vector2 z; int n) \brief Compute the \f$n\f$-th power of a complex number Compute the \f$n\f$-th power of a complex number, for \f$n \in N\f$. \param z the complex number \param n the exponent \return \f$z^n\f$ */ vector2 cpow(vector2 z; int n) { float x = z.x; float y = z.y; float r = length(z); float phi = atan2(y, x); return pow(r, n) * set(cos(n*phi), sin(n*phi)); } /*! \fn float real(vector2 z) \brief Give the real part of a complex number Give the real part of a complex number represented by the first component of a two element vector. \param z the complex number \return the real part \f$a\f$ of \f$z = a + ib\f$ */ float real(vector2 z) { return z.x; } /*! \fn float img(vector2 z) \brief Give the imaginary part of a complex number Give the imaginary part of a complex number represented by the second component of a two element vector. \param z the complex number \return the imaginary part \f$b\f$ of \f$z = a + ib\f$ */ float img(vector2 z) { return z.y; } /*! \fn vector2 e_to_the_is(float s) \brief Give a point on the one-sphere. Give a point on the one-sphere parameterized by \f$s\f$ in the parametric form. \param s the real parameter \return the point \f$(\cos s, \sin s) \subset C\f$ */ vector2 e_to_the_is(float s) { return set(cos(s), sin(s)); } vector4 f; p@f; float n = chi("n"); float k = chi("k"); int j = @ptnum; float cosine = cos(($PI*j) / (2.*n)); float sine = sin(($PI*j) / (2.*n)); vector2 cosine_exp = cosine * e_to_the_is($PI -$PI/(k+1)); vector2 exp_neg = e_to_the_is(- $PI/4); vector2 exp_pos = e_to_the_is($PI/4); vector2 sine_exp_neg = sine * exp_neg; vector2 sine_exp_pos = sine * exp_pos; float j_mod_4n = j % (4*n); if( j_mod_4n < n ) { f.x = cosine; f.y = 0; f.z = real(sine_exp_neg); f.w = img(sine_exp_neg); } else { if( j_mod_4n < 2 * n ) { f.x = real(cosine_exp); f.y = img(cosine_exp); f.z = real(sine_exp_neg); f.w = img(sine_exp_neg); } else { if( j_mod_4n < 3 * n ) { f.x = real(cosine_exp); f.y = img(cosine_exp); f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } else { if( j_mod_4n < 4 * n ) { f.x = real(cosine); f.y = 0; f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } else { f.x = cosine; f.y = 0; f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } } } } p@f = f;
20. 1 point

## Add points at given relative length on a curve, then split the curve

it's easy, just reference the original geo. split_curve1.hipnc hth. petz
21. 1 point

## export greyscale heightfield terrain? I get incomplete colour images

Try settings like these.
22. 1 point

## Some Looping RND Animations

Nice work! Also that website is great, really helpful! Thanks!
23. 1 point

## Make Curve In VEX

please take a look at the attached file. it´s an example how you could create bezier curves with arbitrary degree and another one relying on beziers in hermite form since you wrote about blending curves... petz curves_vex.hipnc
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