Farmfield Posted August 15, 2016 Share Posted August 15, 2016 So I had this idea for a very simplified setup for this kinda thing (link) but I ran into an issue very similar to what we solved for the "perfect tetrahedral tessellation". The idea is to create a per primitive "box" and then (in a foreach) copy and reshape the object box to each primitive box, then use the new point positions to shift the copy object into place with a lattice. I tried to use the extract transform setup we used in the tetrahedron reshaping setup, but no luck. My brow is just to low to solve this it seems. And yeah, it's kinda tricky to explain, hehe, but if you're wondering what the h*ll I'm drivelling on about, here's the setup. per.prim.lattice.v1.hiplc Quote Link to comment Share on other sites More sharing options...
petz Posted August 15, 2016 Share Posted August 15, 2016 (edited) this should do the trick... hth. petz per.prim.lattice.v2.hiplc Edited August 15, 2016 by petz 3 Quote Link to comment Share on other sites More sharing options...
Farmfield Posted August 15, 2016 Author Share Posted August 15, 2016 (edited) LOL, yes, but you forego the whole point of doing this without being extremely clever with VEX. So even if you just posted one of the cooler setups I've seen in VEX, kinda solving the end goal of the setup, it doesn't answer the question. That being said, with this setup you basically did a knit setup with 1/25 the amount of nodes compared to the one that was posted here a couple of weeks ago. per.prim.copy.petz.hiplc Edited August 15, 2016 by Farmfield Quote Link to comment Share on other sites More sharing options...
petz Posted August 16, 2016 Share Posted August 16, 2016 well, then i´m not sure if i get what you´re after... what about this one? per.prim.lattice.v3.hiplc Quote Link to comment Share on other sites More sharing options...
Farmfield Posted August 16, 2016 Author Share Posted August 16, 2016 Oh yes, now we are talking. Though you still some VEX cleverness I need to dig into, you do a lot of stuff here in line with my original idea. This both answers the question as well as shows off some great workflows I know I'll have use for. An example being the wrangle SOP creating a point in the middle of a primitive (which I knew) also adding the normal from that prim (something I tried to solve in VEX for quite a while before giving up, creating my 6 node setup to do just that, hehe ). So yeah, great work and much appreciated, Petz. Quote Link to comment Share on other sites More sharing options...
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