VEX Barycentric VOP
Converts barycentric coordinates relative to a 3D triangle into cartesian coordinates.
Converts barycentric coordinates relative to a 3D triangle into cartesian coordinates.
Computes the spherical distance between two points on a sphere.
Radius of the sphere is calculated from the first point. The center of the sphere is assumed to be at {0, 0, 0}.
Performs a Hermite spline interpolation.
https://www.dropbox.com/s/rrkor05frwlmxqt...
2022-09-16 01:00:02 +0000 UTC View Post
Visualizes point/primitive groups using colors.
It uses the LCh color model to blend colors for points/primitives that are shared between multiple groups to represent shared membership.
Projects a point in space onto a plane defined by a normal and a center using an amount.
Rotates an image more sharply at the center than at the edges.
2022-08-17 02:00:02 +0000 UTC View Post
Returns an array of the point/primitive numbers of the neighbours of a point/primitive.
2 distinct advantages of these VOPs over the default Neighbours VOP, apart from lack of a primitive nei...
2022-08-02 01:01:01 +0000 UTC View Post
Improved ripple solver that's more intuitive to use.
In future versions I want to allow more uniform propagation regardless of topology and also complete the OpenCL implementation. That's why...
2022-07-30 02:00:03 +0000 UTC View Post
Partitions a geometry using uniform divisions per axis where each partition will have a unique integer value.
This is an easy way to multi-thread groups of points to be processed in parallel....
2022-07-16 01:00:04 +0000 UTC View Post
Creates the view frustum of a camera as geometry.
Has a lot of options for creating multiple zones, isolating them, with the ability to output a center line that can be used to instance simul...
2022-07-02 01:00:03 +0000 UTC View PostCreates group memberships from a space separated string attribute that contains the group names.
Converts group memberships into attributes of the same type.
2022-06-22 01:00:02 +0000 UTC View Post
A different take of the original VEXify geometry tool I made back in the day.
2022-06-17 01:00:02 +0000 UTC View Post
Selects points/primitives/edges by normal.
A lot of useful options in this SOP while providing max performance. Features like Min/Max Spread Angle, ability to mirror, and invert the entire op...
2022-06-02 01:00:03 +0000 UTC View Post
An efficient way to create a grid of points using the bounding box of the input geometry. Useful when you need to source a lot of points for a simulation.
Averages out adjacent colors and corrals them into solid, vaguely crystalline shapes.
Rotates an image more sharply at the edges than at the center.
2022-05-02 01:00:02 +0000 UTC View Post
After months of hard work, the new bonus content for Pragmatic VEX: Volume 1 is finally out! Existing users immediately received access to the updated content as soon as it went live.
The new...
2022-04-27 14:17:26 +0000 UTC View Post
Added another option to keep the unused points (default off). While it's useful to only keep the used points in the case of RBD simulations, for Vellum constraints, it does expect the point count t...
2022-04-27 02:00:02 +0000 UTC View Post
A number of fixes and overall improvements to the entire toolset.
2022-04-09 14:01:28 +0000 UTC View Post
A simulation of two virtual chemicals reacting and diffusing on a 2D grid using the Gray-Scott model.
A very old VOP I implemented as part of a larger a reaction diffusion solver .
Selects edges using a primitive attribute that have different values for each primitive of the edge.
Edge Wrangle SOP was still 2x faster than this SOP though so there are definitely very goo...
2022-03-21 01:00:02 +0000 UTC View Post
Randomly selects or deletes points/primitives by a given amount.
These SOPs show a VEX based approach on how to gather elements randomly. There are many ways to do this, but it gets tricky if...
2022-03-02 01:00:03 +0000 UTC View Post
Now computes normalized weights and completely revamped UI.
Similar features added just like the Proximity SOP.
Queries point clouds using proximity optionally with variable radius per point.
Now computes normalized weights and completely revamped UI.
First off we need to be able include the poin...
2022-02-15 01:01:01 +0000 UTC View Post
Selects edges using VEX code.
Edge point numbers are accessed using i@pt0 and i@pt1. Edge primitive numbers are accessed using i@prim0 and i@prim1.
With the latest Attribute VOP develop...
2022-02-02 01:01:00 +0000 UTC View Post
Computes non-linear normalized easing interpolation values. Input values must be in the range of 0-1.
Very useful to reshape a normalized value range to output a different value curve.
...
2022-01-09 09:02:21 +0000 UTC View Post
Recently I came across a problem where I had to remove parts of the curve from the existing point positions (i.e. not carve) using a separation distance parameter of a curve to itself.
There ...
2021-12-25 04:32:28 +0000 UTC View Post
Recently got asked to showcase ASUS ProArt hardware series in production. It was a nice experience to do this.
Pragmatic VEX is also shown in the video along with my Supercharged extension in...
2021-12-13 03:01:00 +0000 UTC View Post