microvswind Posted February 2, 2020 Share Posted February 2, 2020 hi guys.here trouble you again. i am trying to medelling the chinese fan,my thought is shift the primitive list as second input of wrangle node.then sue the input0 primitive vertex 1&2 and input1 primitive vertex 3&4,but i do not know how to write the vex correctly. may you kind guys would gime me some tips or snippet code. appreciate very much. regards. ChinaFan_Mic.hip Quote Link to comment Share on other sites More sharing options...
anim Posted February 2, 2020 Share Posted February 2, 2020 change this: int p2 = i@parm[2]; int p3 = i@parm[0]; to this: int p2 = i[]@parm[1]; int p3 = i[]@parm[0]; Quote Link to comment Share on other sites More sharing options...
microvswind Posted February 2, 2020 Author Share Posted February 2, 2020 1 hour ago, anim said: change this: int p2 = i@parm[2]; int p3 = i@parm[0]; to this: int p2 = i[]@parm[1]; int p3 = i[]@parm[0]; wow,you are my idol.reply so quickly and clearthank you so much. and here again another question.how to keep undistroting the uv texture.the texture pic and hip is attatched below. ChinaFan_Mic.hip Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 2, 2020 Share Posted February 2, 2020 Hi, maybe this gives you some ideas. hand_fan.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Aizatulin Posted February 2, 2020 Share Posted February 2, 2020 (edited) Hi, You can use the circle with xyzdist() to get uv coordinates. The x coordinate can be used directly (but should be transformed by fit function to match 0 to 1). The y-value should be 0 or 1 (0 if close to circle and 1 if not). On the other hand, if you create the surface parametrically you can set the uv-coordinates directly. One way might be using skin from a set curves (check Konstantins example) another method maybe using two guide curves to interpolate the inbetween values. ChinaFan_Mic_uv.hipnc ChinaFan_Mic_uvA.hipnc P.S: get uvxmin, uvxmax automatically china_fan.hipnc Edited February 3, 2020 by Aizatulin Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 2, 2020 Share Posted February 2, 2020 And here is a more sophisticated version using VEX. hand_fan_VEX.hipnc Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 3, 2020 Share Posted February 3, 2020 ok here's my go...dunno much about UV tbh... vu_ChineseFan.hiplc Quote Link to comment Share on other sites More sharing options...
microvswind Posted February 4, 2020 Author Share Posted February 4, 2020 On 2020/2/3 at 5:23 AM, Aizatulin said: Hi, You can use the circle with xyzdist() to get uv coordinates. The x coordinate can be used directly (but should be transformed by fit function to match 0 to 1). The y-value should be 0 or 1 (0 if close to circle and 1 if not). On the other hand, if you create the surface parametrically you can set the uv-coordinates directly. One way might be using skin from a set curves (check Konstantins example) another method maybe using two guide curves to interpolate the inbetween values. ChinaFan_Mic_uv.hipnc ChinaFan_Mic_uvA.hipnc P.S: get uvxmin, uvxmax automatically china_fan.hipnc thank you very much Aizatulin.i have learned a lot knowledge from you. regards. 1 Quote Link to comment Share on other sites More sharing options...
microvswind Posted February 4, 2020 Author Share Posted February 4, 2020 On 2020/2/3 at 10:33 AM, Noobini said: ok here's my go...dunno much about UV tbh... vu_ChineseFan.hiplc appreciated for you reply with the smart method.thanks very much Noboini. regards. Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted April 1, 2020 Share Posted April 1, 2020 I have created a video breakdown on one of my approaches: Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.