Jesper Rahlff Posted June 3, 2016 Share Posted June 3, 2016 Hey guys. if I draw out a line, and first point is snapped to the centroid of something, how can I apply a noise so that the first point does not get affected and moved in space? same goes for the last point, but I figured it the same solution.. Thanks in advance. cheers. Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted June 3, 2016 Author Share Posted June 3, 2016 Just to clarify, I want to affect all points on the line except first and last. I am looking for a procedural solution, so that I can resample if I need to. This should be stupidly simple, but I cannot wrap my head around it right now. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted June 3, 2016 Share Posted June 3, 2016 You can set a group node to 'Group by Range', Start/End 1/$N-1, Select_ of_ 1/1, then set the Group in the noise generator to !group1 Quote Link to comment Share on other sites More sharing options...
iamyog Posted June 3, 2016 Share Posted June 3, 2016 2 methods in the hip. You could improve that by adding an ease between the targets and the actual curve for a better look for example. noise_line_example.hipnc Quote Link to comment Share on other sites More sharing options...
anim Posted June 3, 2016 Share Posted June 3, 2016 Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted June 3, 2016 Author Share Posted June 3, 2016 Thanks for the quick replies Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted June 3, 2016 Author Share Posted June 3, 2016 next question: this is driving me crazy... So I use a polywire on the line to get myself a tube, and then I want to set the pscale on that tube based on a ramp. first thing I run into is that I can get cone shape by using the point sop and input in scale under the particles tab (($NPT-$PT)/$NPT)*0.1. translating this into vex I would believe it is @pscale = ((@numpt-@ptnum)/@numpt)*0.1; the Vex code however gives me totally different results.. can anyone explain what I am doing wrong here? also ideally I want to map my pscale so it is controllable by a spline ramp.. how would I map that? My initial though is measure the length of the line, and then based on that fit that to the ramp and then map that to the polywires wire radius attribute. but I can't get it to work.. all help and any pointers are greatly appreciated. thanks. Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted June 3, 2016 Author Share Posted June 3, 2016 So I figured out my error.. I had to convert my integer into floats, because the output value is a float between 0 and 1. Next step is figuring out how to map this to a ramp, so I can control each points pscale on a ramp. Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted June 3, 2016 Share Posted June 3, 2016 1 Quote Link to comment Share on other sites More sharing options...
Shinjipierre Posted June 4, 2016 Share Posted June 4, 2016 If you need a float attribute for root to tip from a curve, just use TextureUV on row & columns mode. (first value of uv) Quote Link to comment Share on other sites More sharing options...
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