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Everything posted by ThomasPara

  1. Very specific (i think) fluid sim issue

    Cant see where your input geo are merged into the sim and witch attributes you transfer, easier if you support us a file.
  2. //set a wrangle to run over primitives int primpts[] = primpoints(0,@primnum); removepoint(0,primpts[0]); removepoint(0,primpts[-1]);
  3. @agept exist?

    In a particle sim you can get the attrib @life
  4. if you post your file (or example), then its easier to help you.
  5. accumulating attribute in sop solver

    your setting @myage back to zero every frame, just remove that line.
  6. As long as your defining your gaps by a distance it wouldnt be a problem to just reapply the same operator (in this case with my solution you would have to create a more solid way to figure out the "val" variable, atm i guess it will be wonky with uneven point distribution). If you want to use a percent approach, the easiest way is to store the original length of the first primitive and pass it on. I would make it so that you pass on two arrays to the operator with position and width for all your doors (so this would be another asset you apply first). And then your doorway asset needs to be able to make several new prims based on the input. Anyway, this is by far a final tool, its just a start.
  7. Wanted to try a pure vex solution. curvegap_01.hiplc
  8. It does both, the new deformer bends and twists. So when you search for a twist deformer it gives you a deformer that can twist, the same with bend.
  9. 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"); }
  10. Commercial Fishing Net

    Heres a quick example of how it can be done. fishnet_01.hiplc
  11. 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.
  12. 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
  13. 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
  14. 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
  15. Alternatives to using promote to detail

    do you have an example file?
  16. 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");
  17. 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); }
  18. 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
  19. 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?
  20. Color drops (flip)

    Heres a version where it rains by the normal of the sphere, havent tested other geometries. ap_sphere_rain_04.hiplc
  21. 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
  22. Color drops (flip)

    Better ripples, not realy any better explanation. Its basicly a combination of fitrange and modulo. rain_02.hiplc
  23. 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
  24. Color drops (flip)

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

    Tried to make a version without a solver. rain_01.hiplc