lacer8 Posted August 15, 2020 Share Posted August 15, 2020 Hello Friends, Thank you for your time. I'm sure this is a very easy question, but for the life of me, I'm unable to get the result I want. I'm currently working on a dynamic stone wearing node. I'd like to be able to clip the outside corners with these little cutters. I've got most of what i want working, but I'm unable to get the cutters to have some variance in their alignment to the normals. So while I can have smaller or larger cuts, they always come out oriented to the normal, creating cuts that are equal on all sides. I want them to be more random. I should just be able to add slight randomization, but I can't get an attribute randomize to work, and have also tried an attribute wrangle that spins them around the main object's normals - which is cool, but given there is no detail on the cutter objects currently it doesn't serve any purpose. Does anyone know what I can do to add wobbling variance to the normals that control alignment of these pieces? Thanks again. Quote Link to comment Share on other sites More sharing options...
lacer8 Posted August 15, 2020 Author Share Posted August 15, 2020 I found this thread and solution, but in this case, binding the normalized turbulent noise to 'up' just rotates around the normal. Unfortunately, this isn't what I'm looking for. I wonder if I can bind to something besides up... Quote Link to comment Share on other sites More sharing options...
eimk Posted August 15, 2020 Share Posted August 15, 2020 It's difficult to know what would work without seeing your file, but the sample_direction_cone() VEX function might be what you're looking for. For example: @N = sample_direction_cone(@N, ch("max_angle"), rand(@ptnum)); 1 Quote Link to comment Share on other sites More sharing options...
lacer8 Posted August 16, 2020 Author Share Posted August 16, 2020 This is exactly what I was looking for, thanks eimk! Quote Link to comment Share on other sites More sharing options...
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