Most be the most simple thing in the world, but God knows if i can get it right.
I have a grid that have his height controlled by a poly extrude node, what i need now is to been able to add non uniform subdivisions (greeble style) to my mesh, based on the brightness of the texture I apply on the grid.
if someone could be so kind to show me the graph i would really apreciate.
thank you
How to control mesh density based on a texture brightness
1749 5 0- hidalgo884
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- mestela
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Some good tutorals on this from Konstantin Magnus and Entagma:
https://www.youtube.com/watch?v=Ri2dZ1st4E8&ab_channel=KonstantinMagnus [www.youtube.com]
https://www.youtube.com/watch?v=uN8Kxxvpkzc&ab_channel=Entagma [www.youtube.com]
https://www.youtube.com/watch?v=Ri2dZ1st4E8&ab_channel=KonstantinMagnus [www.youtube.com]
https://www.youtube.com/watch?v=uN8Kxxvpkzc&ab_channel=Entagma [www.youtube.com]
- tamte
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- hidalgo884
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mestela
Some good tutorals on this from Konstantin Magnus and Entagma:
https://www.youtube.com/watch?v=Ri2dZ1st4E8&ab_channel=KonstantinMagnus [www.youtube.com]
https://www.youtube.com/watch?v=uN8Kxxvpkzc&ab_channel=Entagma [www.youtube.com]
HAHA MAN!! your great!! if only i would have post a little before I would have been done yesterday, you got the exact tutorials i found just less then an hour ago!!
and precisely what I was needing for, really thank you so much to take the time!
- hidalgo884
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@hidalgo884
check this vex
first detail
second its --take test geometry _ measure node and wrangle prim
Have FUn
check this vex
void grid(int dim;vector p,color){ vector pos,uv; int pt,prim; for (int i;i<dim*dim;i++){ pos = set(i%dim,i/dim)/(dim-1); uv = pos; pos += p; pt = addpoint(0,pos); if(uv.x<1 && uv.y<1) prim = addprim(0,"poly",array(pt,pt+dim,pt+dim+1,pt+1)); setprimattrib (0,"Cd",prim,color); } } int main_dim = 10; int dim; int n = pow (main_dim,2); vector p,uv; float mask; for(int i;i<n;i++){ p = set(i%main_dim,i/main_dim); uv = p/(main_dim-1); mask = noise(uv*20.0+@Time); dim=int(20 *mask);+2; grid(dim,p,1); }
i@dim = 1000*@area + 2; int n = pow(@dim,2); int pt; vector uv,pos; for ( int i ;i < n;i++){ uv = set(i%i@dim,i/i@dim,0)/(i@dim-1); pos = primuv(0,"P",@primnum,uv); pt = addpoint(0,pos); if(uv.x<1 && uv.y<1) addprim(0,"poly",array(pt,pt+@dim,pt+@dim+1,pt+1)); } removeprim(0,@primnum,1);
first detail
second its --take test geometry _ measure node and wrangle prim
Have FUn
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