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Showing most liked content on 03/04/2022 in all areas

  1. 2 points
    Hi, there is also a VEX function called "spline", which can evaluate bsplines (equivalent to cubic bezier). Once you have the attributes on the points (surface position/normal), you can build the curve from these attributes. The spline function is quite similar to the resample subdivision result. Another VEX function which is quite helpful here to get the attributes from the surface is xyzdist(). curve_between_surfaces.hipnc
  2. 2 points
    Polybridge SOP has a similar function but it works for polygon faces/edge groups. One way you could achieve this effect is to use Add SOP to create a line between the points, resampling the line, and then using an attribute at each endpoint to nudge the intermediate points towards the vector directions. Attribute Blur/Smooth may also be useful here. curve_from_point_vectors.hiplc
  3. 2 points
    Give the point cloud iso node a try. Set your step size small for each axis, like 0.05.
  4. 1 point
    Hi! Yes I have. It works as expected. Im not an UE guy, but there are some nodes specifically aimed at real-time. There is one for example that takes the modeled tree and makes all the pivots and creates all the attributes needed so it can be used with the Labs PivotPainter node if you want to go that route as well.
  5. 1 point
    Your setup is close, but you have to use an RBD Hero object per-pea to leverage the Feedback scale that keeps them afloat. With your current setup, they all move as one object because they were merged together.
  6. 1 point
    rest2 gets created with the gasrest2 node Seems like you forgot to resize the rest fields? Have a look at the attached file. I hard-coded the "Frames between solve" for simplicity but you can keep the expressions. sparse_rest.hip
  7. 1 point
    Here's another way using vertices, as those are connected to their respective primitive, one handle each primitive (spline segment) individually. There you would set your Attribute Create Node to use Vertex as the Class and type in $VTX/$NVTX for getting values going from 0 to 1 and after that use an Attribute Promote to get those values into the points Color. See screenshot. After that just plug in a Color Node, set it to Ramp from Attribute, type in Cd as the attribute and colorize to your hearts content.