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Aizatulin

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Aizatulin last won the day on September 13 2019

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    Aizatulin

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  1. Probably you want something like keplers second law. The speed is something like the length of the cross product of the Direction from ellipse point to a focus point and the Derivative (of the ellipse function). I've recently posted some examples using an inverted distribution function, which was defined by a density. Here is a modification of it. kepler.hipnc
  2. Carve curve on controlled PT

    Hi, maybe something like this? You can use the u-Parameter as first/second u-value aswell. Carve curve on controlled PT_A.hipnc
  3. Carve curve on controlled PT

    Hi, there are probably many ways to do this. Here is my approach: making a single prim curve by connecting each curves (reversing u-value manually, if necessary) defining an u-value (start) and an offset-value (width) additionally a speed modification can be used (to make the carves reach the ends at the same time) creating 2 curves with u + speed1*width and u - speed2*width Carve curve on controlled PT_.hipnc
  4. arc from three points (vex)

    Hi, I've found an older file. Here is a modification of it. three_point_arc.hipnc
  5. Procedural Rose

    Hi, here is another approach inspired by the method of the first video. It looks like, that in this tool the petals are transformed to each guide curve using something like a pathdeformer. The guide curves themselfes can be created procedurally using incremental rotations. Using a foreach allows you to set control parameters using ramps etc... . rose.hipnc roseA.hipnc
  6. Tech Gear (HDA included)

    Hi, Thanks for sharing. You have nice stuff (not only this). I've just tried this tool. I have a bevel issue. "polybevel1" creates overlapping faces in some cases. Here some ideas: group edges with max angle <= 1 (or small enough) and remove these edges, before you are applying the group node "edges" use the new polybevel and activate "slide on ring edges = always"
  7. Extract curve from shape

    Hi, in "matchsize1" turn on scale to fit. in "ray1" turn change method to project rays and set direction from vector to (0,-1,0) turn off "facet1" ray.hipnc
  8. n/a

    Hi, you can set the pscale attribute depending on your density attribute for example.
  9. Point selection one in two

    Hi, a bit experimental approach is using an integer point attribute (which initialized with 0 for one point) to grow over the whole geometry. Each time the selections growths the attribute increases by one. This will have the effect, that the neighbours of point 0 will have value 1 and their neighbours value 2 and so on. Using this attribute modulo 2 should give you the desired result. But this approach is a bit time consuming. point_selection.hipnc
  10. Hi, normalizing @N in wrangle1 and setting length to 1 in hairgen give me better results.
  11. Mystique Transformation - Geo Morph by texture

    Hi, here is a reduced version of matt's example. The basic idea behind: take two objects (A,B) with same topology (if the topology does not match, there are methods to achieve that -> for example xyzdist() calculates the closest distance from a point to another geometry) the next step is setting a @blend attribute for object A for each point (there are many ways to do that -> you can use functions like ramps, noise, maps etc...) now you can use the lerp function (linear interpolation) to blend between two correspondings points of A and B (they should have the same @ptnum) In my example I have used a noise function and the attribute from function to set the @blend attribute. You are totally free how to set this attribute, but the value should stay between 0 and 1. I used attribute wrangles, but they have only a few lines of VEX-Code. blend_with_attribute.hipnc
  12. Hi, you can set a detail attribute for example and call in the detail() function in copy node. copy_detail_attr.hipnc
  13. By the way, here is a quick and dirty approach using the path deformer (combined with a point bevel/round this should work for any angle). It was just an idea ... pipesorient02B.hipnc
  14. you can set v@N directly to dir, which is a more general solution, but the corner should be rectangular, if your pipe is rectangular aswell. pipesorient02A.hipnc
  15. Hi, parallel transport cannot handle this issue alone, because the (red)object has to invert its orientation, if you have a "right/left" corner. I would prefer a parallel transport implementation, which sets the v@up and v@N attributes for each point, because the "copy to points" node can use these attributes aswell and it will be easier to modify vectors. To determine the type of the corners you can use the average of the neighbour points and compare the direction to it with v@N value (using the dot product). If the product < 0, you can multiply v@N with -1, but note, that you destroy the parallel transport frame. There are probably other solutions out there ... pipesorient02.hipnc
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