Getyamamout
Hay guys
Once again I face the issue of having loads of useful attributes that can't be accessed with simple nodes and need another work around.
I need to know how to wright a revolve function using vex so I can access the attributes.
I have a pipe profile that has different radius and angles that can be set.
I first started with the revolve but ended up with loads of them going through switches but it worked well.
I changed this to use a sweep along a curve to have more control but this causes other issues with alignments because of the normals so my bolts and flanges would move if resampling the curve.
I have now had to change the spawning of the flanges to use points but when changing them to a weld there is a gap between pipes when using the sweep as the angles don't come out correctly.
I just need a VEX revolve function but can't find anything on it in the docs?
You just have to break it down and implement it in the best possible way.
You can start by taking the axis direction and origin to align the geometry to a specific direction like +X, and then using divisions, start/end angles, revolve type, start creating the points and then the faces.
Once you have the basic operation working, you can start adding more features that you need. Just make sure to plan all the features you need in advance so you don't use an approach that will be hard to modify to accommodate the new features later on.
I did this for the Subdivide SOP in my VEX course and it takes a lot of planning, testing and optimization to get it to the same level in features and performance to be usable in production: