Hi guys,
I guess that if I want to use the peak sop on a helix (that I have no control over the parameters of it) in order to expand it radially then I need to set the normal vectors by using the cross product of the point velocity between two consecutive points and one more cross product between the resulting vector and the velocity vector of one of those two points. Am I right or wrong? If I am right then would you please help me with the vex code for that?
Expanding or Shrinking a Helix Using Peak
1390 5 0- fred_98
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- Enivob
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- animatrix_
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Here is one way using a Primitive Wrangle:
chi parameters are toggles, chs parameters are attribute names.
vector computePerpendicularVector ( vector v ) { vector v0 = normalize ( v ); vector y = { 0, 1, 0 }; vector pv0 = y - ( v0 * dot ( v0, y ) ); vector z = { 0, 0, 1 }; vector pv1 = z - ( v0 * dot ( v0, z ) ); if ( length2 ( pv0 ) > length2 ( pv1 ) ) return normalize ( pv0 ); return normalize ( pv1 ); } int vtxcount = primvertexcount ( 0, @primnum ); if ( vtxcount > 1 ) { int pts [ ] = primpoints ( 0, @primnum ); int count = len ( pts ); int isclosed = primintrinsic ( 0, "closed", @primnum ); if ( pts [ 0 ] != pts [ -1 ] ) { if ( isclosed ) append ( pts, pts [ 0 ] ); else append ( pts, pts [ -2 ] ); } else { removeindex ( pts, -1 ); isclosed = 1; count -= 1; } vector tangents [ ] = { }; vector normals [ ] = { }; vector bitangents [ ] = { }; resize ( tangents, count ); resize ( normals, count ); resize ( bitangents, count ); for ( int i = 0; i < count; ++i ) { vector p0 = point ( 0, "P", pts [ i ] ); vector p1 = point ( 0, "P", pts [ i + 1 ] ); vector tangent = normalize ( p1 - p0 ); if ( isclosed == 0 && i == count - 1 ) tangent *= -1; tangents [ i ] = tangent; } vector n = normalize ( cross ( computePerpendicularVector ( tangents [ 0 ] ), tangents [ 0 ] ) ); normals [ 0 ] = normalize ( cross ( tangents [ 0 ], n ) ); for ( int i = 0; i < count - 1; ++i ) { vector bitangent = cross ( tangents [ i ], tangents [ i + 1 ] ); if ( length2 ( bitangent ) < 0.0000001 ) normals [ i + 1 ] = normals [ i ]; else { bitangent = normalize ( bitangent ); float angle = atan2 ( length ( cross ( tangents [ i ], tangents [ i + 1 ] ) ), dot ( tangents [ i ], tangents [ i + 1 ] ) ); matrix3 rMatrix = ident ( ); rotate ( rMatrix, angle, bitangent ); normals [ i + 1 ] = rMatrix * normals [ i ]; } bitangents [ i ] = bitangent; } for ( int i = 0; i < count; ++i ) { if ( chi("normal") ) setpointattrib ( geoself ( ), chs("n"), pts [ i ], normals [ i ] ); if ( chi("tangent") ) setpointattrib ( geoself ( ), chs("t"), pts [ i ], tangents [ i ] ); if ( chi("bitangent") || ( chi("orient") || chi("rmatrix") ) ) { bitangents [ i ] = normalize ( cross ( normals [ i ], tangents [ i ] ) ); if ( chi("bitangent") ) setpointattrib ( geoself ( ), chs("b"), pts [ i ], bitangents [ i ] ); } matrix3 m = 0; if ( chi("orient") || chi("rmatrix") ) { m = set ( bitangents [ i ], normals [ i ], tangents [ i ] ); if ( chi("orient") ) setpointattrib ( geoself ( ), chs("o"), pts [ i ], quaternion ( m ) ); if ( chi("rmatrix") ) setpointattrib ( geoself ( ), chs("rm"), pts [ i ], m ); } } }
chi parameters are toggles, chs parameters are attribute names.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
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