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ThomasPara last won the day on April 9

ThomasPara had the most liked content!

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  1. VEX - foreach - I don't get it

    you can also put in a third argument in the foreach, the index you are running over. //run over primitives, use this on a polyline and you will get the order of the points int primpts[] = primpoints(0,@primnum); foreach(int index;int i;primpts){ setpointattrib(0,"index",i,index,"set"); }
  2. Commercial Fishing Net

    Heres a quick example of how it can be done. fishnet_01.hiplc
  3. Vector manipulation in VOPS

    Your fitting only clamps your values, instead of remapping them. Your random have a static seed, giving the same result to every point. It would be alot easier to use a zero-centered noise, adding that to your normal. And then normalize your normal instead of fitting it. In vex you can use the "sample_direction_cone" function.
  4. Alternatives to using promote to detail

    Heres a version thats faster than the for-each, its some more nodes to make that happen. The wrangles "minimize_search", "find_unique", "set_search", and "set_color" has a combined time of around 1 sec, while the foreach is around 13 sec. This runs over 5 mill points example_fix_02.hip
  5. Alternatives to using promote to detail

    just tested theese solutions, and none of them are faster than the for-each, think this needs a new iteration
  6. Alternatives to using promote to detail

    //set the wrangle to run over group1 int count = findattribvalcount(0,"point","id",i@id); //find how many points that have the same id for(int i = 0;i<count;i++){ //run over the points and set the color or any attribute of your likeing int found = findattribval(0,"point","id",i@id,i); vector color = set(1,0,0); setpointattrib(0,"Cd",found,color,"set"); } example_fix.hip
  7. Alternatives to using promote to detail

    do you have an example file?
  8. if you have several lines, you can run over primitives in a wrangle int primpts[] = primpoints(0,@primnum); setpointgroup(0,"last",primpts[len(primpts)-1],1,"set");
  9. 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); }
  10. 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
  11. 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?
  12. Color drops (flip)

    Heres a version where it rains by the normal of the sphere, havent tested other geometries. ap_sphere_rain_04.hiplc
  13. 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
  14. Color drops (flip)

    Better ripples, not realy any better explanation. Its basicly a combination of fitrange and modulo. rain_02.hiplc
  15. 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