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Aizatulin

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    Aizatulin

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  1. Straighten Curve Segments?

    In addition here is a VEX approach (if interested). curve_interpolate.hipnc
  2. uv and closed spline

    Hi, I have no good idea, but using open curves and adding points on a straight line should produce (faked) closed curves. Turning on "angle fix" in the sweep node will give better result. I'm pretty sure, that are better solutions out there. Here is an example closed uvA.hipnc
  3. Here is another (similar) solution using the copy node. line_break.hipnc
  4. Hi, have you tried to (sub)divide your text? I haven't installed the game-dev but I've tested it with another path deformer with no issues. PathWrangle-hm2_A.hipnc
  5. Sierpiński triangle with VEX

    Here are other examples using the foreach node (with less spaghetti node mess ): Sierpinski 3D Sierpinski 2D Koch Curve foreach_examples.hipnc
  6. clifford torus effect

    Here is another approach (definition somewhere from web). Using the clifford torus defintion from wiki. Using a 4d rotation (in my case between the first and the last component) applying a stereographic projection, to map from 4d space back into 3d space I'm not sure if this is correct, because it looks a bit weird for me ... clifford_torus.hipnc
  7. Sierpiński triangle with VEX

    Here is a modification. sierpinski_cloud.hipnc
  8. Sierpiński triangle with VEX

    Here is an approach using 3 for loops (the inner can be avoided). I do not really like this approach, because I'm pretty sure, that there much more elegant solutions out there (even without recursion). sierpinski_vex.hipnc
  9. Here is a more generic modification of my previous example using an @mask attribute. I have no idea, if there is way to make it work for the blend shape node aswell. By the way: nice houdini viewer ! blend_inside_controlGeoA.hipnc
  10. gradient r&d

    Sure yes it getting the closest point, but "dir" is just the inverted direction (normalized ~ with length 1) from the point to its nearest point. Accorings to your problem: If you want create color wheels for each points, it can be an option using array attributes (for each point). But trust me: it will be probably painful doing this in VOP, or I dont see any elegant solution to do this. So if interested here is a very basic wrangle example. wrangle_wheels.hipnc
  11. Hi, you have two objects and want to use another object, to control the blend amount between both objects? Is this what you are looking for? blend_inside_controlGeo.hipnc
  12. gradient r&d

    Probably the Attribute VOP is more intuitive but at the end of the day it will do exactly the same as the Attribute Wrangle. In my opinion it is much easier/faster to write code in the Wrangle, but this is just my personal (biased) preference. Here is another example, where I've rebuild a reduced version of my prevoius post. This is more to give you some inputs and a comparison between the Attribute VOP and the Attribute Wrangle, where I've used as input a curve, which has a color and radius attribute (for each point). The idea was to capture each point of the grid by xyzdist() to get the closest point on the curve. For this point you can read out the attribute (like radius / color or whatever you define). These attribute can be used gain more control over the color gradient, but you have to set the individually for the curve input. You are totally free how you set these attribute. color_attribute_example.hipnc
  13. gradient r&d

    In addition, if you want to use a geometry source you can inherit from attributes of this existing geometry, which can be set independently for each piece. Examples ca be: the local radius the color the normal to determine the side These are only a few examples. color_border_gradientD.hipnc
  14. gradient r&d

    Hi, the xyzdist() function can help you, if you want to have gradients along different shapes. It gives you two useful results. the u-value of the curve the distance to the curve Both can be used to get more control over the behaviour of the gradient. Check my example, but this is a VEX wrangle solution and it is slower than Konstantins solution. color_border_gradient.hipnc
  15. Cut Copies

    Hi, you can use a pointcloud node aswell. After this you can apply a volume wrangle on it, which is more comfortable to define scalar fields. Now you can use volume convert, which converts your cloud(field) into an isosurface. The standard convert + fuse will create polygons, which can be used for boolean (or other) operations. Applying for each node with different iso levels, will give different iso surfaces. The main problem is finding the right iso function and parameters. There are many possibilities. And even if you have the right values the effect needs more to look equal. If interested, here is a rough approach getting iso surfaces iso_X.hipnc
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