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theOutsider

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About theOutsider

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    G
  1. Split geometry to parts by proximity

    Hello @jamesr! Thank you for your reply and your example file! I as well had previously tried with nearpoints and target variables for the separation, but it is not what I want. Although it never occurred to me to use the ray node, so I learnt something today from you! The thing is that I want the exact number of points of lets say floating_object_1 separate and group the exact number of points in my geometry. The sum of the points of the 3 floating objects is the point count of the affected geometry (in your example of the pighead). So if floating_object_1 has 10 points, I want the 10 closest points to the pighead (10 out of 43 lets say for our example - the rest 33 belong to floating_object_2 and floating_object_3) to group and belong to floating_object_1 only. This is because after the grouping, I advect particles to "construct" the floating objects, point to point. Now because they are not sorted out correctly, but may be spread throughout the whole static geometry, points from the other side of the pighead will fly out trying to reach floating_object_1 and create an optical mess - instead of being nice and neat and each going to the closest attractor. Hope I helped explain the situation a little bit better - if not, I can try and make a clean example when I get the chance. Thank you once again for the effort, G.
  2. Hi guys (and gals)! How can I split the scattered points of a geometry into three groups, depending on the scattered points position to three different objects? I have tried with point clouds, with nearpoints and everything I could imagine, but I can't seem to figure it out! It either relies on radius, or doesn't sort correctly. I also tried with the sort node but it really messes with my sopsolver which is used for the infection down the stream.. To better explain the situation, lets say I have the geometry I want to split scattered with 10 points, and the point targets I want to use as refs have 2, 4, 4 points respectively. How can I "sort" the scattered points to either belong to group 1, 2, or 3 explicitly, depending on the distance from the point targets? Each point should belong to one group and one group only. And the sorting only has to happen in the beginning of the sim, after that pop forces take over. If anybody has any idea, please, feel free to share! Thank you for your time, G.
  3. weird particle behaviour / attraction

    Guys! I got it! Thank you both for taking the time to response - actually cleaning / minimising the file to upload here as @tamagochy suggested, I got rid of all the old nodes, and eureka! The mess was caused by a sorting node I had in the hierarchy which I incorrectly assumed it was only evaluating at the start of the simulation, but it was constantly sorting the points..! So it was just stupid really of my part! I also changed everything to @ptnum as @Atom suggested and it works beautifully! Thank you again, you have been more than helpful! If anybody is still interested, or if anyone is looking for a way to pop attract points/particles to any objects, I can still upload the cleaned test file if you want - just ask! Once again, thanks to a wonderful and very helpful community - you guys rock! G.
  4. Hi guys! I have a problem that's been bothering me for a couple of days and I can't seem to wrap my head around to solve: I have a grid, with scattered points. And I have 3 objects hovering above the grid. With a colour shift on the grid (attribute transfer with an animated ball for now), I "activate" the points in a pop network, and I start adding forces on them, choreographing them, until they reach a certain age and start to move to the 3 objects above, like an attraction (point count is the same in both inputs for simplicity - also I have colour grouped which particles belong to which object for visualisation purposes). So far so good. The problem is that in theory, each $id should correspond in each point on the objects above - but alas, they seem to shift groups! So, instead of clean motion / attraction on each of the objects after a specific time, I get more of a random mass of particles moving back and forth the objects until the end where they stick on the objects. There sure is something wrong with my vex, but I cannot understand what! It should be easy: green goes to green, blue to blue and red to red.. Attached are some images to help understand the problem. the viewport describing the problem: the pop hierarchy: the wrangle to move the points to position after a certain amount of time in the "time_in_release": If anybody has any idea as to why this is happening, please, feel free to share! I would be more than grateful to hear your thoughts! Thank you so much for your time, G.
  5. move points to coloured neighbours

    @srletak thank you friend! I actually saw your file the other day, but I was probably too burnt out from the wrangle to utilise it correctly - I will look it up in more detail today though! As for the qlib, it seems promising, never thought about checking it, you're right! @3dome I just saw your code - you sir, are quite possibly a genius! What took me 2 days to figure out, a messed up code and hundreds of variables and arrays to do, you managed to do in just 6 lines of code !! Thanks, I am looking at it right now and will get back to you with the results! @3dome I checked it and it works beautifully - thank you so, so much (and everybody else taking the time to help - you rock!)! On a related note, how can I make sure that all these points don't overlap, but instead "stack" on / close to each other? Kinda like sand / dust gathering?
  6. move points to coloured neighbours

    Hi Anim and thank you very much for your reply!! Yeah, figured as much - I actually have it as two separate wrangles in my project, I only merged them to post here. I will try and clean ti up better today though! Other than that, I know that the code is fugly and probably quite inefficient, but am I even on the right path? Or is it something that I am missing in logic? It goes without saying that, if anybody has any better idea to tackle the end result differently (vop, sop, pop whatever) please, feel free to share!
  7. Hi guys, I wanted to ask how can I achieve the following result: I have points scattered along a surface, on wich I have various noises affecting the color attributes of said points. What I want is for the points that are in the "red" zone to not move at all, and for the points in the "blue" to find the closest RED neighbour, and move towards it, controlled by a slider for me to animate. Seems easy enough, but alas, I am stuck. I wrote a point wrangle that does the job - well, sort of. The points are separated correctly, but I can't find an efficient way to attract them to the closest "red" neighbour. Most of them move, but not in a complete way as to seem as pure attraction. This is what I 've got so far: int nearpt = pcfind(0, "P", @P, chf("neighbourRad"), 2)[1]; i@nearpt = nearpt; string @INstatic = ""; //to separate the points in teams if (@Cd >= ch("color_tolerance")) { @INstatic = "yes"; @Cd = {1,0,0}; } else if (@Cd < ch("color_tolerance")){ @INstatic = "no"; @Cd = {0, 1, 1}; } //find closest points int ptneighbours [] = pcfind(0, "P", @P, 10, 1000); i[]@ptneighbours = ptneighbours; foreach(int j; i[]@ptneighbours) { s@affected = point(geoself(), "INstatic", j); if ( @affected == "yes") { @nearpt = j; v@nearPos = point(0, "P", @nearpt); } else { v@nearPos = point(0, "P", @nearpt); } } //move only blue closest points if( @INstatic == "no") { @P = lerp(@P, @nearPos, chf("percentcomplete")); } Any help would be more than appreciated, G.
  8. Hi, I need help dealing with a personal project of mine, witch after fiddling with different techniques, approaches and reading whatever I could get my hands on, can't for the life of me figure out how to tackle! How can I attract particles to a geometry that is being revealed / generated by volume vop noises? Like those particles are flocking together to fill / reveal the geometry? I have seen tutorials of the opposite effect, where particles are being generated by such a map, like object disintegration into thin air - but how can I achieve the opposite result though? Thank you for your time and patience, O.
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