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Aizatulin last won the day on August 5

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  1. arc from three points (vex)

    If you take the first point as center, you can take the second point to define a radius (for example). The third point should have the same distance from center as the second point, or the arc will not intersect with this point. You can derive the angle and the rotation axis from both direction (P1 - P0) and (P2 - P0). Now you can just rotate the first point along the angle. If you a have guide axis, you can check if the rotation axis is conform (if not -> axis need to be inverted and the angle should be subtracted from 2*PI (360 degrees)) arc_by_center_two_other_points.hipnc
  2. Near point constantly updating

    You'll probably need solver or loop for it. Here is a similar example using a solver and letting an object moving along a surface, were the points are projected on the surface and keeping the projected position until a value/counter_maximum is reached. move_walk_fake.hipnc
  3. Hi, if you have a local orientation on each point of the object being transformed (which is also transformed), you can just apply the inverted transformation (of the point you select on the geometry) on the whole geometry. make_point_static.hipnc
  4. Biarc interpolation

    I don't have an idea at the moment. This one ist only working for two points (with 2 tangents, which are controlled by the 2 other points). I don't think connecting/overlapping works here, because the arc is taking the shorter way. Maybe you can force the arcs to take the right way, if the first two arcs are calculated. But this will depend on user input etc... .
  5. Biarc interpolation

    Hi, here is an file (experimental state) using mostly the ideas from Ryan Juckett. Input are 4 points (polycurve) and it calculates the arcs and the necessary attributes. It seems to work in usual cases (but there some cases where it probably fails). It only works, if all points are on a plane. biarc.hipnc
  6. Scatter points uniformly by density

    The labs 3d straight skeleton is also a powerful node, which may help here. scatter_around_skeleton.hipnc
  7. Identify open surfaces

    Hi, I think an open surface must contain at least one half edge (unshared edge). You can use the group node to get them. half_edges_in_geo.hipnc
  8. Hi, here is an example (taking your idea using the neighbour distances). If you are applying translation or rotation, the length should stay the same, so the delta between both distances is expected to be zero. On other deformations, the delta should be greater zero. the final delta is just the sum over all delta foreach point (detail attribute). sum_over_delta_nei.hipnc
  9. Hi, use the normal of the geometry as up direction (up) for the curve and tangent of the curve as curve normal (N). 2022-05-27_HelpNormals_mod.hipnc
  10. Escher Spiral Tesselation

    Hi, here is an approach. The formula is similar to your example only the parameter space is bit different. One value should be between 0 and 2 Pi. esher_spiral_mapping.hipnc
  11. Hi doc, in your wrangle write test >= 0, because 0 is also a valid primitive number.
  12. How to unify orientation of a Divide SOP?

    Hi, if you take the idea of Animatrix of expanding prim properties to their neighbours until you reached all primitives. You can create reference lists foreach prim. Once you have the references, you can compare each vertex arrays and calculate the offset and the sum of the offet over all references. This offset(sum) can be used, to shift the vertices. Here is an example using some VEX. The polygons should be all quads and the geometry should be (edge) connected aswell. reorder_vertex_shift.hipnc
  13. Hi, I think for this you will need copystamp or foreach. In some cases copytopoints will work with variants aswell. But you pay the price with performance. Copytopoints is much faster. Here is an example comparing three methods, where boxes are copied to sphere points and bended by an point attribute (on the sphere). The variant method is by far the fastest, but it is using a different approach compared to the both other methods (which are equivalent). You can use the performance monitor to visualize the difference. copystamp_alternative_methods.hipnc
  14. It seems, that two prims are connected, if they share a same point (this is less restrictive than sharing an edge). If you want the edge only case you can use the divide sop (dual graph). In your case, clean sop is fusing the points, which makes the geometry connected, if you turn it of (clean sop) you will get two classes and you see, that there are duplicated points (show point numbers). explodeview is just using the name attribute and breaks the points again. connectivity_prims.hipnc
  15. For-Each-Loop Question

    Hi, here is a simple example using bend in foreach. bend_foreach.hipnc