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Showing results for tags 'proximity'.
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Hello, I have an issue connecting two sets of points the way I want. As it can be seen in the screenshot, I have two groups of points, one along a square and an other along a smaller square. They each have exactly the same amount of points and I want each of the point from the bigger square to be connected to one point of the smaller square. Any help is appreciated. Thx.
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.
Hi All! I want to create a line from some randomly numbered points (see pic.) In order to use the Add sop the numbering must be ordered by proximity. Sort by Spatial Proximity does not work good! The numbering that it gives is ok at some areas and messed up in others. I cant use the Match topology sop because there isn't any geo I can use for that. So I guess I have to find an alternative way to do it. Any ideas? Thanks!
I am trying to create a simple shader that maps the distance from an object to the red channel. I have a plane I assign the shader to. I have a torus converted to SDF. In the shader I convert P to world space, then use a "volume sample from file" to sample the rendered pixel from the SDF and feed the result to the red channel of my diffuse color. In order to specify the 'file', I use this code op:`opfullpath("/obj/geometry/OUT_SDF")` When I render i just get a black frame. The geometry is there cause i can see the alpha of the plane, but apparently nothing comes out from that "volume sample from file" node. I wonder if it's possible to fetch sdf data directly into a shader. I attached the hip file to illustrate my issue. p.s. I don't want to use an attribute transfer approach in SOP land cause I want to maintain the 'pixel' level resolution in my shader, and don't want to rely upon the resolution of my plane. Any idea ? proximity_shader_test.hip