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Aizatulin

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    Aizatulin

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. Hi, have you tried creep sop? creep_sop.hipnc
  8. 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
  9. Only one primitive colored ?

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

    Hi, fetch feedback should work. Prim_ForEach_FB.hipnc
  11. Sure man! I hope SESI will add some double float support for VEX in the future.
  12. 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.
  13. 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.
  14. Procedural Oval curve

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

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