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Create a line from randomly numbered points. I would try to use the attribWrangle node and vex code in combination with a find shortest path node.

Create a line from randomly numbered points

I won't be able to provide you with an example right away, but I'll try to describe the way to do it: There are 2 ways I can think of to do this: 1: This method will work well for the example image of the initial post: By creating a single step - nearest point connection vex script, and then running the find shortest path over that to order your points. Use an AttribWrangle and make it do a point cloud operation to store the points within a certain distance to the current point in an array. Then loop through the array, give every point a temporary variable of VALID = 1.

This loops through the array of points found by the current point. Now perform checks for each found point using if statements. If the point number found is the current point being processed set its valid state to 0. If the point found has a point number lower then the current point set it valid state to 0. Then exit the loop. Random subdivision and distance based subdivision. - Modeling. Hi All,I'm trying to do 2 things but I think they are about the same.1) trying to subdivide or better copy a bunch of cubes to form the following pattern: I would like then to turn it into a glue rdb afterward.But first I need to get to this..I tried to follow 2 different tutorials, Peter Quin discovery title sequence and SideFX own lego type boxelizer.But I think I need to get an hybrid between the 2.I think that my problem is that I need to group each copy and use it as new boundary or something like that. 2) Based on the same idea, I would like to try to get the cube to be divided like this (here is a sliced view).

random subdivision and distance based subdivision. - Modeling

And again I would like to turn it into an rdb object later on. I attached my first attempt. I'm trying first to apply a random color to each primitive, but for whatever reason, it's applied to each faces... not the entire cube... Any help, suggestion, comment, ihint or random string of words woul dbe greatly appreciate.Thanks.bil. Instance orientation. Velocity from curve tool.

Normal along surface - Modeling. Creating controllable subtle dents. POPs - Glass Shatter Effect ... - Page 2 - Effects - od. 'sadhu', on 11 Jan 2013 - 05:02 AM, said: Can someone help me fix the polygon orientation issue ?

POPs - Glass Shatter Effect ... - Page 2 - Effects - od

If particles are not rotating then this works but not otherwise. One more thing that I noticed is if particles rotate in y axis only, it works but not if i set value in x or z axis / or both of them. I tried overriding the particle normal by point sop (0,0,1) and up vector (0,1,0) but it didn't help. (Please refer my file in the 6 th post)Thanks. Even your "Correct" branch has some offsets in pieces.It's due to difference between $CEX/Y/Z and centroid expression. I marked changed nodes in red (fixed only CORRECT branch, didn't look through other nodes) p.s. not the best way to copy primitives on points) look what anim and vi_rus suggested. Keep backbone attributes when using sweep. Procedural stones/rocks - Modeling. Jwoelper, what a beautiful, procedural stone!

procedural stones/rocks - Modeling

I like it and thanks to share. Anyway, if I can suggest you something, it would be: 1. When creating parameter in VOP node, give them a yellow color in order to recognize them quickly: I see pros do it, so why don't we too? It's enough you click 'C' key on your keyboard and choose the third yellow from the right (if you don't know how do it! ) 2. Point Cloud Normals. Finding distance from a given point and camera. Transform just one set of points in VOPS.

Acessing the current loop number of a For VOP in a string.