k2p8 43 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 Share this post Link to post Share on other sites
vinyvince 46 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 Share this post Link to post Share on other sites