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Showing content with the highest reputation since 04/26/2026 in Posts

  1. Hi all, Im looking to control the colors on a grid ( YZPlane) in VEX to create a mask (will be used to create a group of the un-masked area), My approach is to use relpointbbox for the position and 3 chrand's for each side profile, Im looking to see if someone has done something similar. My current solution (and for those interested) is fairly simple but gives good control. vector bbox = relpointbbox(0,@P); float Right = chramp('RightRamp',bbox.y); float Left = chramp('LeftRamp',bbox.y); float Top = chramp('TopRamp',bbox.z); //Init to 0 v@Cd = 0; //Top Ramp if(bbox.y<Top ) @Cd.g=1; //Left Ramp if(bbox.z<Left/2+.5 && bbox.z>.5 ) @Cd.r=1; //Right Ramp if(bbox.z > (1-Right)/2 && bbox.z<.5 ) @Cd.b=1;
    1 point
  2. Threw something together quick, might get you started dv_smoothcurve.hipnc
    1 point
  3. You can spherify a grid based on its bounding box using VOP's 'from polar'-node. spherify_grid.hipnc
    1 point
  4. Just a detail but as is, the bend values don't reflect the actual bending proportions. (bend1 angle x1 bend2 angle x2) If you constrain the capture length to the grid size, then you get correct proportions, and most importantly you can change the grid size freely Grid_to_Sphere F.hiplc
    1 point
  5. It's pretty much just a standard upres. In the upres sim, I multiplied the density field's divsize by 0.4 so there is even less detail loss from advection. This is quick to sim, so I could push the res a lot more. I didn't take any time to add diffusion since it's very tricky, but I boosted the low density values in post, that helps keep the very thin density. lowres divsize: 0.1 upres divsize: 0.025 upres density field divsize : 0.01 bunker_upres.mov
    1 point
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