Houdini VEX Temp
Jump to navigation
Jump to search
points to curves
int primN;
vector primUv;
float dist = xyzdist(1,@P,primN,primUv);
float minspeed = chf('minspeed');
float maxspeed = chf('maxspeed');
primUv[0] = (primUv[0]+@Time*fit01(rand(@ptnum),minspeed,maxspeed))%1;
vector pos = primuv(1,"P",primN,primUv);
//cast variables if needed
f@dist = dist;
i@primN = primN;
v@primUv = primUv;
@P = lerp(pos,@P,chf('lerp'));
topo transfer
string vals[] =split(chs("../topotransfer2/sourcepos1",0));
string coord[] = split(vals[@ptnum],',');
string pos = vals[@ptnum];
string x = split(pos,',')[0];
string y = split(pos,',')[1];
string z = split(pos,',')[2];
@P = set(atof(x),atof(y),atof(z));
Sample Randoms
vector2 randV = rand(@ptnum);
@P = sample_circle_uniform(randV);
@P = sample_circle_edge_uniform(rand(@ptnum));
@P = sample_circle_ring_uniform(randV,.65);
@P = sample_circle_slice({0,1},3.14/4,randV);
Fuse and accumulate pscale
requires id = ptnum
float accumulation = 0;
if(@group_snapped_points){
int pts[] = findattribval(0,"point","snapped_to",@ptnum);
i@fusedpts = len(pts);
foreach(int id;pts){
accumulation += pow( point( 0, "pscale", id ) / 2.0 , 3 );
}
@pscale = 2 * pow(accumulation , 1.0/3);
}
if(@snapped_to != -1 && @ptnum != @snapped_to){
removepoint(0,@ptnum);
}
Attractors
attr wrangle
float radius = chf('max_radius');
int maxpoints =chi('max_points');
int pnum;
for(int i=0;i<npoints(1);i++){
vector pos = point(1,"P",i);
int pc = pcopen(0,'P',pos,radius,maxpoints );
while(pciterate(pc)){
pcimport(pc,'point.number',pnum);
vector p = point(0,'P',pnum);
float ratio = length(pos-p)/radius;
float falloff = chramp('falloff',ratio);
vector newpos = lerp(pos,p,falloff);
//addColor
vector newcol = hsvtorgb(float(rand(pos)),falloff,1);
setpointattrib(0,'Cd',pnum,newcol);
setpointattrib(0,'P',pnum,newpos);
setpointattrib(0,'falloff',pnum,falloff);
}
}
i think it's slow and stupid this is better (point wrangle)
float maxdist = chf('maxdistance');
float @distance[];
for(int i=0;i<npoints(1);i++){
vector pos = point(1,'P',i);
float dist = clamp(distance(@P,pos)/maxdist,0,1);
float falloff = chramp('falloff',1-dist);
@P = lerp(@P,pos,falloff);
//append(@distance,distance(@P,pos));
append(@distance,dist);
}