jim_johnston Posted December 10, 2016 Share Posted December 10, 2016 (edited) Hi all, I'm trying to make a glyph generator based on a 3x3 crossed grid. This is where I have got to so far. The way I've created this is pretty rough. I made a grid, divided it, flipped it, merged the results, fused, converted to wireframe, assigned random colour for primitives, delete by colour, stamped with copySOP. Instead of converting the edges to a primitive, i would prefer to assign a random attribute to the edges and delete them on that basis. But my knowledge has hit a wall as edges aren't really attributable according to the geospreadsheet. Further, I need to figure out a way to identify when a 'X' happens and delete one of the edges. Maybe I could fix this further up the tree by stamping a grid which randomly flips a divided cell (rather than flipping the whole grid and merging+fusing them). If anyone has any pointers let me know, I will also attach the hip too. Hope I make sense! Cheers. glyph.hip Edited December 10, 2016 by jim_johnston 2 Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted December 10, 2016 Share Posted December 10, 2016 (edited) This is SUPER cool and you've actually helped me a lot here on an unrelated project. Thank you! What you want to do is convert your edges into prims using the Carve SOP (see link), though I kept getting unwanted points that needed to be fused. From there you can use VEX or VOP to delete random prims. The attribvop1 node here should be a Primitive VOP SOP. They're the same afaik, except that a primvop is set to Primitives not Points. Let me know if you have any questions. Carve SOP:http://forums.odforce.net/topic/14080-turn-edges-into-separate-primitives/gliphs.hiplc Edited December 10, 2016 by shawn_kearney Quote Link to comment Share on other sites More sharing options...
jim_johnston Posted December 10, 2016 Author Share Posted December 10, 2016 (edited) Thanks Shaun! Will take a look in a sec, just an update, figured out a solution to the cross over thing here. I basically made two primitives based on the original grid slanting both ways then used a switchsop with a random stamp based on primtive number. again, a bit rough but it works. I'll attach the hip tooooo. glyph..hip EDIT: small correction, should have stamped the switch to the lower copysop. the diagonals are the same for each (even though some get deleted) Edited December 10, 2016 by jim_johnston Quote Link to comment Share on other sites More sharing options...
jim_johnston Posted December 10, 2016 Author Share Posted December 10, 2016 14 minutes ago, shawn_kearney said: This is SUPER cool and you've actually helped me a lot here on a project. Thank you! What you want to do is convert your edges into prims. From there you can use VEX or VOP to delete random prims. Let me know if you have any questions. gliphs.hiplc Fantastic, never used the carve tool like that before and that VEXsop is going to help me forever haha. Thanks! 1 Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted December 10, 2016 Share Posted December 10, 2016 I assume you mean the VOP SOP. Doing it in VEX would be a lot cleaner. I'll write a prim wrangler script in a bit so you can see how that would work too. ATM my son is bothering me for hamburgers, so I better get dressed now and get going. 1 Quote Link to comment Share on other sites More sharing options...
jim_johnston Posted December 10, 2016 Author Share Posted December 10, 2016 (edited) ok this had me scratching my head a bit. for the diagonal section ive used a copysop and switchsop to switch between two diagonals which are copied across the grid using the primitive number. now obviously when i copy this set again across a grid its going to give the same instances of the pattern. so for the first time in my houdini learning, i've had copy stamp a copy stamp Edited December 11, 2016 by jim_johnston 3 Quote Link to comment Share on other sites More sharing options...
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