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Ryan last won the day on May 11 2019
Ryan had the most liked content!
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Ryan
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Here you go. I put comments in your file. grain_test_collision_stuck_fix.hip
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// Relative Neighbourhood Graph // https://houdininote.tumblr.com/post/162427874300/connecting-points // This wrangle runs thru all points. // Current point = point being ran thru // 'nearpoints' gives you a list of point numbers near the current point foreach(int pt; nearpoints(0, @P, 1.0, 10)) // For every point 'nearpoints' finds in the given radius.. { if(pt == @ptnum) continue; // Skip itself, go to the next iteration vector p = point(0, 'P', pt); // Store position of the near point float dist = distance(p, @P); // Store distance (mydist) from current point to near point // Building 2 new arrays... // We will search for any points within the radii (mydist) of both the current and near points // to check if they are closer to each other. int ptsA[] = nearpoints(0, @P, dist); // Look for any more points around the current point within mydist... int ptsB[] = nearpoints(0, p, dist); // Then, look for any more points around its near point within mydist. int chk = 0; // Initialize a flag foreach(int cpt; ptsB) // For every point (cpt) found in our 'ptsB' array.. { if(cpt == @ptnum || cpt == pt) continue; // if cpt is the current point or near point, skip it. chk = removevalue(ptsA, cpt); // Remove cpt from our 'ptsB' array. If successful, set our flag to TRUE. if(chk) break; // If we successfuly removed cpt, break out of this nested loop. } // If our list 'ptsA' is empty, lets draw a line between the current point and the near point. // If there were points left in the list, no line will be drawn. if(!chk) // If we failed to remove a value previously... { int pr = addprim(0, 'polyline'); // create a new empty polyline addvertex(0, pr, @ptnum); // Add a new vertex to that polyline at the position of the current point addvertex(0, pr, pt); // Add another vertex to that polyline at the position of the near point } } Im not the original author of this code. Its an example I pointed to in that link.
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Here is a solution using some stacked grids and intersect analysis: isosurfacetest_fix.hiplc
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Here is one solution. Sort Points_fix.hiplc Here is a really nice blog on connecting points: https://houdininote.tumblr.com/post/162427874300/connecting-points There is an example file with it too.
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Yea. That's what it is. Even voronoi fracture is different. Good to know.
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When you negate your Normals, your color values are going from 0 to -1. You need to check the sign ( + or - ) of each vector component of the Normal. If it is negative, you need to take the compliment of the Position component [ ex. (1-P.x) ] then do absolute value.
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Send a screen shot. Is this what you mean?
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It might be because the RaySOP doesn't wok well with curves. Here is a VEX idea. I'm not sure if this is what you were going for.
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You might need to reset the cluster numbers and names. rbd_cluster_constraint_name_fix4.hip Hopefully that bug will get fixed in the next release.
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Here are 3 ways to emit packed prims. Hope this helps. emitting_packedprims.hip
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Here is my attempt. I am using a TransformPiecesSOP to transform the glass shards. Then using those transformed shards in a new dopnet. Hope this helps. layered_destruction_fix.hiplc
- 1 reply
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- rbd destruction
- packed primitives
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(and 1 more)
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Small fix... rbd_cluster_constraint_name_fix3.hip
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I think this might be what you want. Try this. rbd_cluster_constraint_name_fix2.hip
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Your problem was that the RBD Cluster node was generating pieces with the same cluster number that were too far away from each other. I switched the Cluster Type to Group Constraints. That seemed to work. But I dont know if its what you want. rbd_cluster_constraint_name_fix.hip