k2p8 Posted December 3, 2020 Share Posted December 3, 2020 (edited) Hi all I am posting a simple procedural desintegration that is very fun to build, as always, with quaternions and vex. Vex is annoted, Hope you will like it. There is a line in vex where i remap a random quaternion [0, 1] to [-0.7, 0.7]. It roughly removes the random overlapped orientations. If you disable it you can see that orientations are a bit biased because of the 0 - 1 range. Update : Now with RBDs lego_desintegration_RBD_001.hiplc Edited December 4, 2020 by k2p8 7 Quote Link to comment Share on other sites More sharing options...
Librarian Posted December 3, 2020 Share Posted December 3, 2020 Nice Quote Link to comment Share on other sites More sharing options...
vinyvince Posted December 5, 2020 Share Posted December 5, 2020 @k2p8 Merci Matt, that's a cool one I like it even better with the this minor addition in your wrangle to not only sample one central point int pclose = nearpoint(1,@P); vector pos = point(1, 'P', pclose); float radius = chf('sphere_radius'); ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas 1 Quote Link to comment Share on other sites More sharing options...
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