davidyannick Posted January 18, 2019 Share Posted January 18, 2019 Is there a way in vex to select border edges of a cube ? Thanks Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted January 18, 2019 Share Posted January 18, 2019 (edited) What do you mean with border edges? In my opinion a cube doesnt have border-edges, while a grid has. The edges that isnt connected to any other geometry. But if you mean border edges like the hard angle, thats something different. Both are doable in vex, but different aproaches. Edited January 18, 2019 by ThomasPara Quote Link to comment Share on other sites More sharing options...
davidyannick Posted January 18, 2019 Author Share Posted January 18, 2019 41 minutes ago, ThomasPara said: What do you mean with border edges? In my opinion a cube doesnt have border-edges, while a grid has. The edges that isnt connected to any other geometry. But if you mean border edges like the hard angle, thats something different. Both are doable in vex, but different aproaches. Yes I mean edges Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted January 18, 2019 Share Posted January 18, 2019 Set a normal node to 'points' and put this in an attribute wrangle: if( max( abs(v@N) ) < 0.9 ){ int nbs[] = neighbours(0, @ptnum); foreach(int nb; nbs){ if(nb > @ptnum){ vector nml = point(0, 'N', nb); setedgegroup(0, 'outer_edges', @ptnum, nb, max(abs(nml)) < 0.9); } } } box_edges.hiplc Quote Link to comment Share on other sites More sharing options...
davidyannick Posted January 18, 2019 Author Share Posted January 18, 2019 2 hours ago, konstantin magnus said: Set a normal node to 'points' and put this in an attribute wrangle: if( max( abs(v@N) ) < 0.9 ){ int nbs[] = neighbours(0, @ptnum); foreach(int nb; nbs){ if(nb > @ptnum){ vector nml = point(0, 'N', nb); setedgegroup(0, 'outer_edges', @ptnum, nb, max(abs(nml)) < 0.9); } } } box_edges.hiplc Thanks for your help Quote Link to comment Share on other sites More sharing options...
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