Librarian Posted September 28, 2020 Share Posted September 28, 2020 Only sharing files and links for peoples that want to learn ..including mine self Here its snippets(File) useful for Tricks and Links for Video Tut INC ...WITH FILE. https://vimeo.com/454127040 https://vimeo.com/207724703 https://vimeo.com/305429043 uiHud.hiplc 6 1 Quote Link to comment Share on other sites More sharing options...
nuki Posted September 28, 2020 Share Posted September 28, 2020 Nice man, great resources too! Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 2, 2020 Author Share Posted October 2, 2020 (edited) Snippets that Only needs to Fine Adjust(for yours personal Pleasure) advertise For UI ...Need Help To Find Sampler (POINTS) something like noise points that Dance..I know that I saw That here somewhere hm Have Fun. SnippetsdUIsrle12.hiplc Edited October 2, 2020 by Librarian 1 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 4, 2020 Author Share Posted October 4, 2020 (edited) Particles, L-system more Snippets chops Growth UI31OD.hiplc Edited October 4, 2020 by Librarian 4 Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 6, 2020 Author Share Posted October 6, 2020 More Snippets .Have Fun Chop Iso Modulo PRIM CUT UIFUINOISEMODULOPRIM.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 6, 2020 Author Share Posted October 6, 2020 (edited) FIles from this Dude https://vimeo.com/454127040 and this link you can Build anything' NOT cabbage' Edited October 7, 2020 by Librarian Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 9, 2020 Author Share Posted October 9, 2020 I made FUN(endless FUN) Have FUn ..you can build( Cellular automata ..Game of Life) with this Setup @vinyvince 99.8%. POINTDANCEBOXCHOPSrleodforceUI.hiplc 1 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 12, 2020 Author Share Posted October 12, 2020 logarithm Functions and Trajectory I think maybe useful For this Topic LOGTRAC.rar Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 14, 2020 Author Share Posted October 14, 2020 Fractal City on the Subject. Endles FUn ..Just to fin adjust 3d verison/mesh and 2d. 3 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 15, 2020 Author Share Posted October 15, 2020 Cops Snippets and Convolve, float freq = .005; vector pos = set (@IX *freq+20,@IY *freq,@TIME); int seed = 123; float f1, f2= 0; wnoise(pos,seed,f1,f2); float val= f1-abs(f2)-100; @R= val; @G= val; @B= val; Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 18, 2020 Author Share Posted October 18, 2020 (edited) VEX CODES ONLY VEXHYPERCAMERAPROJ.hiplc Edited October 18, 2020 by Librarian Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 4, 2020 Author Share Posted November 4, 2020 Useful Stuff In Cops ..We gonna need this later USYFUICOLORS.hiplc Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 23, 2021 Author Share Posted January 23, 2021 Finding Beautiful patterns in Circle(grow connect Have Fun) endless possibility ...Thanx to Asia Forums BpatternsCircleGrow.hiplc 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 23, 2021 Author Share Posted January 23, 2021 Grids Space 3 int prim = addprim(0,"polyline"); float u; int npt = chi("npt"); for (int i;i<npt;i++){ u = PI*2*float(i)/(npt-1); vector pos = set(cos(@Time+u),sin(@Time+u), sin((u+@Time)*2)); addvertex(0,prim,addpoint(0,pos)); } Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 24, 2021 Author Share Posted March 24, 2021 Patterns void rhombus (int n ;vector p; float offset; int bool; float rolloff){ vector p0,p1,p2,p3; if(bool){ p0={0,1,0}; p1={0.5,0.5,0}+(0.2+max(0,0.3*sin(offset)))*{1,1,0}; p2= {0.5,0.5,0}-(0.2+max(0,0.3*sin(offset)))*{1,1,0}; p3={1,0,0}; }else{ p0= 0; p1={0.5,0.5,0}+(0.2+max(0,0.3*sin(offset)))*{1,-1,0}; p2= {0.5,0.5,0}-(0.2+max(0,0.3*sin(offset)))*{1,-1,0}; p3={1,1,0}; } p0 +=p; p1 +=p; p2 +=p; p3 +=p; int pt0= addpoint(0,p0); int pt3= addpoint(0,p3); vector pos; int pt; float u; int ni = 10 *n+1; for(int i;i<ni;i++){ float u = i/float(ni-1); u = smooth(0,1,u,rolloff); pos = lerp(p1,p2,u); pt = addpoint(0,pos); addprim(0,"polyline",pt0,pt,pt3); } } vector pos; for(int i;i<10*10;i++){ pos = set(i%10,i/10,0); int bool = i%2; if(i/10%2 == 0){ rhombus(0.4,pos,1.5,!bool,1.5*noise(@Time*i*0.1)); }else{ rhombus(2.1,pos,1.5,!bool,1.5*sin(@Time*i*0.1)); } } @width = 0.001; patt 2 int octant [] = {}; for (int i ;i < 3;i++) octant[i]= floor(2*rand(i+@Time)); i[]@octant = octant; int numelem = 9; int dim = sqrt(numelem); vector pos; int pt; for(int elemnum = 0;elemnum<numelem;elemnum++){ pos = set(elemnum%dim,elemnum/dim,0); pt = addpoint(0,pos); if(pos.x!= 1){ addprim(0,"polyline",pt,addpoint(0,set(pos.x+1,pos.y))); }else if (octant[pos.y]){ addprim(0,"polyline",pt,addpoint(0,set(pos.x+1,pos.y))); }else{ removepoint(0,pt); } } @width = 0.4; cir COL float r; float theta; vector p,v; int n = 360*0.5; int j, seed, prim; float l; float u; int pt; int t = min(n,1*@Frame); while (j< 10){ r = rand(++seed); l = max(0,350*rand(j)-5*@Time); theta = t*4*PI/n; p = r*set(cos(theta),sin(theta)); pt = addpoint(0,p); v = -set ( -p.y,p.x); setpointattrib(0,"v",pt,v); setpointattrib(0,"r",pt,r); v = -set (-p.y,p.x); setpointgroup(0,"group",pt,0); if(theta > 3*PI) setpointgroup(0,"group",pt,0); if (r> 0.5){ j++; prim=addprim(0,"polyline"); for (int i;i<n;i++){ if(i<t && i>t-l){ u = fit(i,t-l+1,t-1,0,1); theta = 4 *PI*i/n; p = r*set(cos(theta),sin(theta)); pt = addpoint(0,p); addvertex(0,prim,pt); setpointattrib (0,"Cd",pt,hsvtorgb(u+@Time,1,3*u)); setpointattrib (0,"Cd",pt,hsvtorgb(u,1,3*u)); setpointattrib (0,"width",pt,u*0.003); setpointattrib (0,"r",pt,r); v= -set (-p.y,p.x)*5; setpointattrib (0,"v",pt,v); } } } } Quote Link to comment Share on other sites More sharing options...
Librarian Posted May 8, 2021 Author Share Posted May 8, 2021 Have Fun detail float r; float theta; vector p,v; int n = 360*0.5; int j, seed, prim; float l; float u; int pt; int t = min(n,1*@Frame); while (j< 10){ r = rand(++seed); l = max(0,350*rand(j)-50*@Time); theta = t*4*PI/n; p = r*set(cos(theta),sin(theta)); pt = addpoint(0,p); v = -set ( -p.y,p.x); setpointattrib(0,"v",pt,v); setpointattrib(0,"r",pt,r); v = -set (-p.y,p.x); setpointgroup(0,"group",pt,1); if(theta > 6*PI) setpointgroup(0,"group",pt,0); if (r> 0.5){ j++; prim=addprim(0,"polyline"); for (int i;i<n;i++){ if(i<t && i>t-l){ u = fit(i,t-l+1,t-1,0,1); theta = 4 *PI*i/n; p = r*set(cos(theta),sin(theta)); pt = addpoint(0,p); addvertex(0,prim,pt); setpointattrib (0,"Cd",pt,hsvtorgb(u+@Time,1,6*u)); setpointattrib (0,"Cd",pt,hsvtorgb(u,1,6*u)); setpointattrib (0,"width",pt,u*0.003); setpointattrib (0,"r",pt,r); v= -set (-p.y,p.x)*5; setpointattrib (0,"v",pt,v); } } } } solver(emitter(detail) and trail) vector pos ; vector v; int ptnum; int life ; float r; float maxangle; float u; int @age = 0; foreach(int pt;expandpointgroup(1,"group")){ r = point(1,"r",pt); v = point(1,"v",pt); pos = point(1,"P",pt); if(r>0.5){ for(int i;i<10*rand(pt);i++){ ptnum = addpoint(0,pos); life = fit01(rand(r),0.4,1)*50+rand(i+pt); setpointattrib(0,"life",ptnum,life); v = sample_direction_cone(v,0.05,rand(i)); v = normalize(v)*float(rand(ptnum+pt)); setpointattrib(0,"v",ptnum,v); } } } trail/points if (@age > @life) removepoint(0,@ptnum); else{ @v += 0.05*onoise(@v*0.5)*@TimeInc; @v += 0.5 *@TimeInc*float(@age)/@life*normalize(-@P); //@v += -0.1*set(-@P.y,@P.x)*@TimeInc; //@v = normalize(@v)*clamp(length(@v),0.1,1.2); @P += @v *@TimeInc; @age++; float h = fit(@age,0,@life,1,0); @Cd = hsvtorgb (h,1,1); } Quote Link to comment Share on other sites More sharing options...
Librarian Posted May 15, 2021 Author Share Posted May 15, 2021 It can be useful, play with parm..have Fun Quote Link to comment Share on other sites More sharing options...
Librarian Posted May 15, 2021 Author Share Posted May 15, 2021 string curve = "op:../curve4"; vector cur_uvw,next_uvw; vector cur_center,next_center; vector v,up,side,p; int prim =addprim(0,"polyline"); setprimattrib(0,"Cd",prim,{1,0,0}); for (int i=1;i<@Frame +1;i++){ cur_uvw.x= fit(i,1,240,0,1); next_uvw.x= fit(i+1,1,240,0,1); cur_center = primuv(curve,"P",0,cur_uvw); next_center=primuv(curve,"P",0,next_uvw); v = next_center -cur_center; if(i==1){ p = cur_center+0.2*rand(0); }else{ p +=v; v = normalize(v); up = normalize(p-cur_center); p += up *0.002; side = normalize(cross(v,up)); p += side*0.05; addvertex(0,prim,addpoint(0,p)); } } addpoint(0,cur_center); addpoint(0,p); Quote Link to comment Share on other sites More sharing options...
Librarian Posted May 15, 2021 Author Share Posted May 15, 2021 for(int j;j<2;j++){ prim = addprim(0,"poly"); for(int i;i<n;i++){ u = -float(i)/(n-1); pos.z = u; t = clamp(-i+5*@Time,0,1); pos.x = lerp(pos.x,0.3*pow(-1,j+1)*u*rand(10*u+50*(j+pow(-1,j))*0.01),t); pos.x *= chramp("ramp",u); pt = addpoint(0,pos); addvertex(0,prim,pt); if( i == n-1){ pos.x= pos.x+pow(-1,j)*0.5; addvertex(0,prim,addpoint(0,pos)); pos.z = 0; addvertex(0,prim,addpoint(0,pos)); } pos = 0; } } Quote Link to comment Share on other sites More sharing options...
Librarian Posted May 15, 2021 Author Share Posted May 15, 2021 int prim,pt; float u; for(int j;j <100 ;j++){ prim = addprim(0,"polyline"); for(int i;i<100;i++){ pt = addpoint(0,set(i,j,0)); addvertex(0,prim,pt); setpointattrib(0,"u",pt,sin(PI*i/99.0)); } } solver if (@Frame < 210 ){ float speed = ch("speed"); vector pos = {50,50} +30 *set(cos(speed*@Time),sin(speed*@Time)); vector deriv = set(-sin(speed*@Time),cos(speed*@Time)); float dist =distance(@P,pos); float strength = ch("strength"); dist = fit(dist,0,1,strength,0); @accel = deriv *dist; } else{ @accel = 0; } v@vv = @accel; @Cd = relpointbbox(0,@P) -length(@accel); int near_pts[] = neighbours(0,@ptnum); vector p0 = point(0,"P",near_pts[0]); vector p1 = point(0,"P",near_pts[1]); float length = ch("length")*fit01(@u,1,0.8); if(distance(@P,p0)>1) @accel += (p0,@P)*length; if(distance(@P,p1)>1) @accel += (p1,@P)*length; if( len(neighbours(0,@ptnum))-1){ @v += @accel *@TimeInc ; @P += @v *@TimeInc; } Quote Link to comment Share on other sites More sharing options...
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