https://www.sidefx.com/index.php?option=com_content&task=view&id=2961&Itemid=410 [sidefx.com]
and MAJOR things:
1. pointwrangle1 node. attachment “terrain_bug_01.png”
code:
f@rocks = 0.0 ;
v@curv = @curv ;
f@mag = length(@curv) ;
if (length(@curv) < ch(“curvemax”) && length(@curv) > ch(“curvemin”)) {
@rocks=1000;
}
this part, does nothing: length(@curv) > ch(“curvemin”))
Double, and tripple checked, different textures, checked tut-example-files.
It's ON-OFF switch. I can set it to 1000, or 0.0000001. NOTHING is changeing unless you write 0.
I'll try to dig why, but it's tutorial… things that doesn't work, shouldn't be there.
I'm sometimes thinking that Ari Danish in his tuts is like testing people… “I'll say it's working, it's not, let them figure it out…”
And actually… it would be nice to explain a little more mechanism of this. Some visual representation of this @curve, why use length(@curv) (I presume to have intesity).
For example, attrib transfer of rocks attrib (below pointwrangle1) -> distance threshold is irrelavent. I cant put 0.000001, and 100000. It doesn't change distribution. For me, it's not good - less control.
2. vopcop2filter1, attachment “terrain_bug_02.png”
(I didn't reach part 2, so if it's used by something later - ok, but why this node is in part 1?)
I presume, that distribution of rocks is by:
“where there are no edges” = there is flat -> scatter rocks.
So what is this node doing actually? Multiplying red or green doesn't influence anything.
MINOR things:
3. for all code-challenged-ppl like me
pdf and tutorial code:
f@rocks = 0.0 ;
v@curv = @curv ;
f@mag = length(@curv) ;
if (length(@curv) < ch(“curvemax”) && length(@curv) > ch(“curvemin”))
@rocks=1000;
}
why-everything-dissapears code:
f@rocks = 0.0 ;
v@curv = @curv ;
f@mag = length(@curv) ;
if (length(@curv) < ch(“curvemax”) && length(@curv) > ch(“curvemin”)) {
@rocks=1000;
}