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ThomasPara last won the day on January 22

ThomasPara had the most liked content!

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  1. Deleting points close to specific groups

    //set your wranglenode to run over group2 int nearpt = nearpoint(0,"group1",@P,chf("radius")); if(nearpt != -1){ removepoint(0,@ptnum); }
  2. Creating points vex

    its a handle to the new point, so you could ex set an attribute value to it, or add it to a primitive. vector position = set(0,0,0); vector color = set(1,0,0); int newprim = addprim(0,"polyline"); // create a primitive int newpoint = addpoint(0,position); // create a point addvertex(0,newprim,newpoint); // connect that point to the primtive setpointattrib(0,"Cd",newpoint,color,"set"); //set an attribute
  3. Color drops (flip)

    Nice, the next step would be to feed it into a dopnet and use it as a source. 42 projectors, thats kinda crazy! Does it involve mapping?
  4. Color drops (flip)

    Heres a version where it rains by the normal of the sphere, havent tested other geometries. ap_sphere_rain_04.hiplc
  5. Color drops (flip)

    The sim stuff might have more potential, i like the mood of the first clip you got. It seems like a fun challenge
  6. Color drops (flip)

    Better ripples, not realy any better explanation. Its basicly a combination of fitrange and modulo. rain_02.hiplc
  7. Color drops (flip)

    you "animation range" can be created by fitting @Time or @Frame to fit your beat. float range = fit(@Frame%50,0,50,0,1); //this will give you a cycle that repeat every 50 frame float range = fit(@Frame%50,25,50,0,1); // this will also give you a cycle every 50 frame, but your animation wont start until frame 25 float range = chramp("curve",range); // this will give you a ramp with some extra controll
  8. Color drops (flip)

    ill will try to make a more understandable setup when ill get some time, im happy that you liked it.
  9. Color drops (flip)

    Tried to make a version without a solver. rain_01.hiplc
  10. VEX selecting border edges

    What do you mean with border edges? In my opinion a cube doesnt have border-edges, while a grid has. The edges that isnt connected to any other geometry. But if you mean border edges like the hard angle, thats something different. Both are doable in vex, but different aproaches.
  11. Need help with loops and Foreach

    Yes its kinda cool. Played around with a similar setup a year ago, maybe i should try to find the files and give it another try. Easy way to kill your machine atleast
  12. PC falloff/ Attr transfer random

    The attribute transfer doesnt work because every "point-transfer" overwrites the last iteration combined with some hscript-expressions written wrong and your for-each was also setup to run over every point in the grid instead of your scatterpoints. So i went for a pcopen solution for you. PC_falloff_fix.hiplc
  13. the thing is that you only got one vector, from point 1 to point 2. You need atleast two vectors to get rid of the random flipping of your object. You can create a static vector like up to fix this, but it will flip when it crosses this static vector. Heres some solutions vector_fix.hipnc Red is dihedral, Green is with up, and blue is with solver without up
  14. Wire Solver for ropes

    Hard to say witch one is best, both needs some fiddeling. Wire solver isnt that good to interact with other solvers, same goes with vellum. Heres a basic setup comparing them. wire_vs_vellum_01.hip Vellum is blue and wire is red
  15. int primpts[] = primpoints(0,@primnum); i@pointcount = len(primpts); Will also work. In a curve each point will have one vertex, so they the count will match.