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konstantin magnus

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  1. animate line offset on copies

    Hi Jon, the sweep node gives you lots of control here. I've linked the first point on the sweep's scale ramp with the carve value. Hit play. grow_lines.hiplc
  2. Detail wrangle: string grps[] = detailintrinsic(0, 'primitivegroups'); foreach(string g; grps){ addprimattrib(0, g, 123); }
  3. Hi Daniel, maybe this thread could get you started:
  4. How to adjust the width of a point multiple times

    Hi Ken, set up a line with zero length, initialize transforms using rig doctor, and shift point positions in a rig wrangle: int class = 0; class += i@ptnum > 23; class += i@ptnum > 87; float spacing[] = array(1.0, 2.5, 5.0); pretranslate(4@localtransform, set(0.0, 0.0, spacing[class])); spacing_dots.hiplc
  5. How to create a pyramid from a point an a grid?

    Triangulate2D node with "restore original point positions" activated.
  6. Textile , Patchwork and Stitches

    Another variant using some more recent nodes. 00_patchwork.hiplc
  7. Scatter Jittering

    Hello han, the scatter SOP has output attributes (prim num and prim UVW) the can be read by the attribute interpolate-node. Make sure to freeze time after scattering to avoid re-calculation. stick_points.hiplc
  8. How to snap an object to another precedurally?

    Hi rain, isolate the closest point and apply its offset vector to all other points. vector pos = point(1, 'P', 0); vector rest = point(1, 'rest', 0); vector delta = pos - rest; v@P += delta; object_snap.hipnc
  9. How to snap an object to another precedurally?

    Add a point underneath, ray and match its position. match_ray_top.hiplc
  10. Copy geo to connecting edges of a mesh.

    Hi @Thoi, you could try to either stick soft bodies to the other mesh surface using Vellum or possibly project curves that deform the squabs using KineFX or a combination of both.
  11. grouped prims on a plane

    For non-overlapping tiles there are interesting examples on shadertoy like this: https://www.shadertoy.com/view/3styzn tiles_variegated.hiplc
  12. grouped prims on a plane

    To get overlapping tiles, you could measure and randomly multiply the straight distance to random positions. tiles_overlapping.hiplc
  13. Distance Based Connect Adjacent Points

    With SOPs: Connect adjacent pieces-node, activate length attribute. Blast node set to primitives, group field: @restlength<0.02 With VEX: float radius_min = chf('radius_min'); float radius_max = chf('radius_max'); int pts_max = chi('maximum_points'); float dists[]; int pts[] = pcfind(0, 'P', v@P, radius_max, pts_max, dists); foreach(int i; int pt; pts){ if(dists[i] > radius_min){ addprim(0, 'polyline', i@ptnum, pt); } }
  14. Gradient patterns

    Extrude inwards and put a sine wave on vertex colors. int pr = vertexprim(0, i@vtxnum); float offset = rand(pr, 123) * M_PI; float shade = sin(@Time + offset) % 1.0; vertex_colors.hiplc