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Aizatulin last won the day on June 17 2018

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  1. Fitting a mesh between curves / Bilinear interpolation?

    Hi, here is an approach using linear blend for profile curves and transforming them onto the rail curves. blerpS.hipnc

    Sure man, according to the video it seems to be easier to add an offset parameter (instead of moving the ramp keys) to have control over morph process. Another idea can be adding another ramp to add a custom offset, if you have multiple curves in a for each. morph_curves.hipnc

    Hi, here is an idea: As input you have a source + target curve and a polyline with many points. Identifying each point with the u parameter of both curve you can move this point in between. A good way to have control over this is using a ramp. Check the attached file and try to move (all) ramp values horizontal from left to right (or back). morph_curve.hipnc
  4. Random curves along geometry

    Hi, have you checked this link? http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pop_stick_to_surface Your picture looks like, that each curve is a particle trail sticked to the surface. One way to do this is using a popnet, where you apply some forces on your particle flow and use minpos() to make them follow the geometries surface. Here is a very simple setup flow_on_surface.hipnc
  5. Radial sort of points on a plane

    Hi, nice solutions! Especially the "curve from pointcloud" approach from Konstantin. With the given curve defining a shape for the jittered point you can also use the xyzdist() function again to get the u-value (attribute) for the the sort node. This will also work for roughly given shapes which are not 100% accurate. For the radial method a circle will do it. If you check my example (a modified version of Konstantin example), you can see even if you switch to the circle the result won't change that much, but there is difference. curve_through_pointcloud_M.hipnc
  6. Hi, you can set the bitangent to "up" vector in polyframe. By the way you can set the tangent to "N" in polyframe aswell. After this you can still control the rotation around the tangent for example using a ramp in an attribute wrangle (if needed). bridge01_X.hipnc
  7. How to connect points to other points by attributes?

    Hi, one possible solution can be connecting the points by neighbourcount (attribute). To avoid connecting the wrong points, all possible distances between all point pairs can be sorted to define a maximum distance from the right value of the sorted array. line_add.hipnc
  8. Adding attributes to Array

    Hi, try to use nearpoints instead of nearpoint. nearpoints is returning a list of the closests points in the geometry sorted by distant. nearpoints.hipnc
  9. Align a Curve to a Line

    Hi, here is a quick and dirty approach using vex. You can draw your curve anywhere. The first vex node will make the curve x-axis aligned, so that the first and the last point are on the x axis and the end point is in point zero. The second node will do a similar transformation (only reversed order) to make the curve match the lines start end end points. curve_to_line.hipnc
  10. Matrix Transformation in VOP

    Hi, usually it should work this way, but you have to make sure, that A,B,C are linear indepedent or the matrix will be not invertable. The transposed matrix is only the inverse matrix, if A, B, C are orthogonal (use invert instead). matrix_test.hipnc
  11. Hi, have you tried creep sop? creep_sop.hipnc
  12. Smooth direction to surface?

    Hi, Konstantins approach is already very nice. Perhaps this paper ( https://www.cc.gatech.edu/~jarek/papers/BallMorph.pdf ) may help you as well [it is about morphing between curves]. I've tried to reimplement this for myself, but my file is very raw (buggy) and no direct solution for your problem but you can take as inspiration for sure. MorphCurvesX.hipnc
  13. Only one primitive colored ?

    Hi, turn feedback each iteration on for the for_each end node. Prim_ForEach_FB2.hipnc
  14. Only one primitive colored ?

    Hi, fetch feedback should work. Prim_ForEach_FB.hipnc
  15. Sure man! I hope SESI will add some double float support for VEX in the future.