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papsphilip last won the day on May 17 2021

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    Filippos Pappas
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  1. Relative Flatness

    curvature would be perfect if there was some kind of threshold. remapping curvature to 0-1 and ramping it doesn't change anything.
  2. Relative Flatness

    here is curvature compared to a custom wrangle solution. Almost there. The wrangle does almost what i want Any other ideas?
  3. Relative Flatness

    Hi, i am trying to make a mask based on the relative flatness of my mesh or relative curvature? i am not sure how to put it. i have a rock with bumps everywhere obviously but you can clearly see areas where in general it is flat although there are small bumps, you can distinguish relatively flat surfaces by eye. i tried generating the curvature map and then blurring it but the results are not that good. They are soft after the blur and not precise. the other thing i tried is clustering by normal -6 clusters- for a box like projection if you will. but the problem with clustering is yuo have to decide the number of clusters. i would prefer a threshold of normal similarity. thats what i will try to do next
  4. Extract transform

    a bit of clean up for anyone interested extract_transform.hip
  5. Extract transform

    thank you! didn't think to use a 3x3.. 4x4 contains the position as well but i guess copy to points uses directly the position of the incoming geo points.
  6. Extract transform

    packinject SOP seems to be applying the transformation correctly first input is a my packed primitive library with name attribute, the second input is for my already placed and named packed primitives. Injection method set to collate packed sources using the name attribute. So at least i know that the intrinsic transform is correct after copy and transform or mirror operations and can be applied to other geo. i haven't figured out how to apply that transform myself yet copy to points output for some reason is not correct 4@transform = primintrinsic(0,"packedfulltransform",@primnum); This is what i used to extract the transform extract_transform.hip
  7. Extract transform

    yeah i am using the "packedfulltransform" intrinsic attribute right now. seems to still be there after the mirror sop or the copy and transform. i want to copy my named primitives to the points with the transform just to verify that it is working but i haven't managed to do that yet. is there a way to use copy to points but instead of pscale and orient use a transform?
  8. Extract transform

    i have a library of packed primitives with a unique name attribute that i import, copy and transform, and mirror. I need to extract these final transforms to export a json. Is there a way to do that? Usually i have the orient attribute that helps me to generate a 3x3 transform but in this case i don't have any other attributes other than the position. extract_transform.hip
  9. VEX get ordered menu Labels

    menu = node.parm('parm') // get the parm index = menu.evalAsInt() // get the current index label = menu.menuLabels()[index] // get the label of the index try this
  10. Random value hold 1 or -1

    thank you very much for the detailed response! will study these asap
  11. Trying to find a little trick to return random selection of two specific values (1 or -1) and hold it for a number of frames or i in a loop so it would be 1,1,1,-1,-1,-1,1,1,1,-1,-1,-1 or even better random ranges 1,1,1,-1,-1,-1,1,1,1,1,-1,-1,-1,-1,1,1,-1,-1 something like this but with better control of the distribution for(int i=0; i<10; i++) { float test = fit(floor(fit01(rand(i),-1,1)),-1,0,-1,1); int np = addpoint(0, pos); setpointattrib(0, "test", np, test, "set"); {
  12. Vdb blend by gradient

    this was my solution
  13. Is there an easy way to blend two vdbs using for example a gradient on the Y axis? i have a displaced fog vdb and i want the displacement to happen in a certain area. Can i control that with a mask somehow inside the volume vop or do i need to blend the fog vdb without the displacement? Any workflow tips?
  14. VEX get ordered menu Labels

    awesome! thank you @acey195
  15. How can i get the ordered menu labels in VEX? I know how to do this in Python but what about VEX?