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Aizatulin last won the day on June 17

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  1. Hi, have you tried creep sop? creep_sop.hipnc
  2. 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
  3. Only one primitive colored ?

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

    Hi, fetch feedback should work. Prim_ForEach_FB.hipnc
  5. Sure man! I hope SESI will add some double float support for VEX in the future.
  6. Hi, if you want to add numbers, the machine epsilon is what you are looking for. I think it was around 1e-7 for single float and 2e-16 for double float but VEX only supports single float AFAIK (I don't know, if you can get this constant directly but it is usually the same). So if you want to add a small to a big float you will get inaccurate result, if the factor between them is bigger than 1e-7. For example 1 + 1e-7, or 10 + 1e-6 or 1e7 + 1. I would prefer as limit the square root of the machine constant. Numbers behind FLT_MIN and FLT_MAX are not even supported (underflow usually set as zero) and the precision is indepent from the size of the number, but it depends on the operations you'll perform.
  7. Hi, I think this issue is not related to Float Min/Max Values, but it is related to rounding errors (which are not essentially errors) like Dominik already mentioned. If you have a float type, you have a minimum epsilon, which you can add to one, where you get a different result and for all smaller values the result is one. For the single float type [epsilon ~ 5e-7], so 1 + epsilon > 1 (but 1 + e = 1, for e < epsilon). Even if you add bigger numbers than epsilon, which are close to this machine constant epsilon, your results looks like adding natural multiples of this epsion to the result. You can check this effect in your example, if you add something 5*10^6 and perform a translation in x-direction before. I think the reason, why the cube is collapsing is, that the resolution for 5e-7 is even coarser than the distance between the box (min/max) - values.
  8. Procedural Oval curve

    Sure man, always a pleasure .
  9. Procedural Oval curve

    Hi, here is another approach using circular arcs. oval.hipnc
  10. Twist Problem

    Yes I've created this path_frame, but other path deformers will work similarly. Path Deformers can be used, to make geometry follow a curve (path). Unfortunately there is no official path deformer, so you have to create your own one or choose one from many different assets. Since I've created my own path deformer, I have knowledge where I can add changes/improvements on the fly, so I prefer it. If I understand you correctly you want to blend between the curves and want the spiral to follow it? rope_PathX.hipnc
  11. Twist Problem

    Hi, have you tried a path deformer on the twisted spline? rope_Path.hipnc
  12. Hi again, if you want avoid the while loop, which potentially can fail, here is another (similar) way. loopY.hipnc
  13. Hi, here is an approach using a foreach and checking each neighbour for each point. loopX.hipnc