Jump to content

hmihalis1

Members
  • Content count

    34
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    1

hmihalis1 last won the day on May 26 2019

hmihalis1 had the most liked content!

Community Reputation

6 Neutral

About hmihalis1

  • Rank
    Peon

Personal Information

  • Name
    HS
  • Location
    London
  1. time based lerp/conditions in VEX

    Hi everyone. I'm hoping someone could take a look at this VEX and help me simplify it/point towards a more standardized way of handling time based conditions and blends in the DOP context, as I keep hacking together things to fill the similar requirements but it's always really over complex. 'm searching for nearby points on prims in the 2nd input of this wrangle and if found snapping my position to the nearest point on that prim, plus adding a bit of the velocity. I want to start a timer from the time that the point is found and run that through two ramps; one to lerp the position and the other for the velocity. Clearly its very convoluted and i'm also setting a lot of extraneous attributes, as I find if I try to use variables they often get reset each frame. It would be amazing if I could cut this number of lines in this down, or just get some tips on making it more readable. Many thanks, H window_odforce.hiplc
  2. per point random spans across frame range

    wow @Librarian this looks super cool thanks!
  3. per point random spans across frame range

    I think i'd have to work through these tutorials and get a better grasp on chops first - i managed to bring in the points and generate a channel per id, so thats a start
  4. per point random spans across frame range

    Thanks @Librarian . Are you suggesting generating a noise and clamping it? I had thought of chops as a solution but is there a way to randomize that per point, and also to define the precise duration of the periods? i know i could use a noise but im trying to find a way to avoid having to tweak values to get the kind of variation im after and instead be able to just enter the values. Looking at the tokeru article now and it seems like theres some stuff that covers per point offsets specifically which is cool - i'll see what I can figure out with the spans
  5. Hi all, I need to generate an integer attribute on points that switches between 0 and 1 across a frame range like this: so the length of the spans is driven by a min/max, and their distribution is then randomly scattered across the frame range. This also need to be different for each new point as they are born . Could anyone help me break down what I need to do this in vex/vops? I was told to look into arrays and while loops which is well beyond my current VEX level. Many thanks, H
  6. attribute transfer if attributes don't match

    amazing thanks so much Gorrod, that little bit of syntax in the nearpoint function was i'll I needed I put it into a sop solver and multiplied the pscale down instead of removing the point just in case it results in drops popping out of existence when meshed.
  7. Hi all, i've got some points with trails and i'm filtering them randomly to leave some behind as the trails move forwards. each trail is split into a leading point and the trailing points, and each trail and its leader have a unique id. what I want to do is take the points i've left behind and remove them if they come into contact with another point trail that has a different id. so something like an attribute transfer but with a condition that checks the near points id and only transfers some attribute if that id is different. so the white points from trail 1 would exist until the come in contact with the red points from trail 2. Any ideas how to do this in vex or vops? Many thanks,
  8. save particle velocities every frame

    Hi All, TL;DR - How do you save particle velocities each frame to feedback into a sim? I'm working on a particle effect for rain on a window. Currently adapting a nice example from Toadstorm. I've made some changes to his setup. He has new particles growing over time and becoming droplets past a certain pscale, so i've derived mass from pscale to connect droplet size and speed, as the wind force i'm using to move them is not set to ignore mass. video I added a sop solver after the DOP to delete still particles touched by moving ones. And a popinteract and a popfluid to try and get the moving drops to coalesce and follow each other as they move down, but this has only slightly worked. Ideally i'd like to write the velocities of the moving drops into a volume which could then come back into the sim the advect the particles, or some other technique that follow make it so that new drops hitting and existing trail would follow its path precisely, and add a little to their speed and size. I presume I would use a sop solver inside my DOP network for this, but no clue beyond that. Any advice much appreciated, H windowdrops-uv3-w.mp4
  9. Kill particles by distance

    I combined your code and this seems to have the desired effect: f@distance = (float)abs(length(v@startPos - v@P)); if(f@distance > ch("distance_threshold")){ @dead = 1; } will make sure to set up the groups properly. still new to pops and getting my head around streams etc
  10. Kill particles by distance

    Ok thanks it seems to work kind of but also deletes points i want to keep so i'll try your solution now
  11. Kill particles by distance

    Hi @Noobini Thanks for your response! Right now I have this situation: //Rounding my particle age up to get the frame number (no idea if this maths is right): f@frameAge = ceil(f@age*24); //if frameAge is 1 save the startPos: if(@frame == 1){ v@startPos = v@P; } //Then get vector length and kill if it exceeds threshold: f@distance = (float)abs(v@startPos - v@P); if(distance > ch("threshold")){ @dead = 1; } Do you think this makes sense? Not confident i'm getting the vector length correctly. I'll check your solution now. Thanks so much!
  12. Kill particles by distance

    Hi all, I'm trying to come up with some vex to use to kill particles in a sim when they have traveled a certain distance from their birth location. I have mother particles that last one frame and i'm using a pop replicate to spawn new splash particles from them. What i'd like to do is store the position of the mother particles and subtract it from the position of each replicated particle every frame to get the distance, then set them as dead once this has passed a given threshold. Extremely limited VEX experience here, so if anyone could give me some kind of starting hint/snippet that would be amazing Many thanks, H
  13. Hi all, I'm trying to come up with some vex to use to kill particles in a sim when they have traveled a certain distance from their birth location. I have mother particles that last one frame and i'm using a pop replicate to spawn new splash particles from them. What i'd like to do is store the position of the mother particles and subtract it from the position of each replicated particle every frame to get the distance, then set them as dead once this has passed a given threshold. Extremely limited VEX experience here, so if anyone could give me some kind of starting hint/snippet that would be amazing Many thanks, H
  14. Hi, reformulating my question from my previous post: If I have a VOP net animating the positions of a plant mesh with a noise, how do i blend back to a rest position at the end of my frame range so that the animation loops? I've tried the blend shapes node with a time shifted version of the noise but i don't get any transformation.
  15. Thanks @anim that worked perfectly!
×