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About fabsberry

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  1. how to make Mesh growth Transformation

    For the hexagonal pattern, you can use the divide node and set compute dual.
  2. Tying a Knot

    Maybe Vellum was not the best idea Nowadays I would use RBDs + constraints rope.hiplc
  3. Tying a Knot

    not perfect, but that would be my approach knot.hipnc
  4. Hello, I have a problem with a FLIP fluid scene. I fill a sphere and move it down and upwards. After this movement, I have the same amount of particles but not the same volume… By the way, are there any good practice collections for flip fluid? I'm still struggling with it. flip.hiplc
  5. Boolean and broken shading

    Thank you. I expected the new boolean tool to create loops for me if necessary. This is how I know it from other 3d packages.
  6. Boolean and broken shading

    Hello, I tried to subtract these tubes and bevel the edges. Simple task But after that, I got a broken shading. How can I fix this? I tried a few nodes: normal, edge cusp, poly doctor... still get this ugly shading. boolean.hiplc
  7. Hey, I would use time shift to freeze the lines and point deform to transfer the movement. Greetings
  8. Wire tension

    Hello, I have been playing around with the wire solver for a while. But I still have a problem with the wire tension: I have two parts of a wire and a constraint. When I break the constraint the wire should snap back, like an elastic band with a lot of tension. @restlength has no effect and other workarounds don't give me a nice result... no snapping How would you do that? Is there any attribute?
  9. POP Wrangle Group

    Great, it works! Thank you! The operations order is still confusing me...
  10. POP Wrangle Group

    Yeah there are some points. I recreate the setup, still the same problem... debug.hipnc
  11. POP Wrangle Group

    Hello, I want a second age ("myage") for particles, when they are in the group "active". Very simple? But it don't work
  12. VEX: for i

    Thank you, it makes more sense now!
  13. VEX: for i

    Hello, I have a problem understanding "for i" in vex. for (int i=0; i<npoints(0); i++) { float val = point(0, "value", i); float preval = point(0, "value", i-1); float calc = val+preval; setpointattrib(0, "value", i, calc, "set"); } In the picture you can at first see my initial values. Now i want to add the sum of the previous values to my current value . I wrote the values i expected to get in red. What is wrong with my "for i"?
  14. constantly decreasing polyline

    hello guys, currently i am working on a river tool. hopefully you can help me with my problem: i have a polyline with a few hundred points. i project them onto a surface and now i want the y-position to be decreasing. i need to make sure, that my current point (y-position) is located underneath the previous point. If that is not the case, i want it to be readjusted to the previous position.