Vex intersect and remove points loop
1878 3 1- stinzen
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Hey, I'm trying to ray points onto a surface, create a polyline and then remove the surrounding points to not have other polylines too close, I almost got it working but right now it's removing the newly created points as well, any tips on how to exclude them? It seams to be a problem with using detail mode but I'm not sure how to set it up in a better way.
Edited by stinzen - April 21, 2022 11:57:39
- BabaJ
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- stinzen
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Hey BabaJ, thanks for the answer!
No, not exactly, what I want is polylines that are not too close to each other, I'm making geometry for caves, the polylines are "rock pillars" and I don't want them to end up next to each other, but be spread out over the cave.
I want to:
Select a point randomly (currently sort random node and use point 0)
ray intersect onto collision geo and create a polyline between the two points.
remove nearpoints
loop through the new set of points (minus polyline) with the same procedure again.
I tried using a feedback loop but I haven't been able to make it work yet.
No, not exactly, what I want is polylines that are not too close to each other, I'm making geometry for caves, the polylines are "rock pillars" and I don't want them to end up next to each other, but be spread out over the cave.
I want to:
Select a point randomly (currently sort random node and use point 0)
ray intersect onto collision geo and create a polyline between the two points.
remove nearpoints
loop through the new set of points (minus polyline) with the same procedure again.
I tried using a feedback loop but I haven't been able to make it work yet.
- stinzen
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- 36 posts
- Joined: March 2014
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