Yunus Balcioglu
animatrix_
About Me
Senior FX Technical Director @ Industrial Light & Magic | Feature film credits include The Lord of the Rings: The Rings of Power, Marvel's Eternals, Star Wars: The Rise of Skywalker, X-Men: Dark Phoenix, X-Men: Apocalypse, Aquaman, Alien: Covenant, Pirates of the Caribbean, Justice League and many m... more
Senior FX Technical Director @ Industrial Light & Magic | Feature film credits include The Lord of the Rings: The Rings of Power, Marvel's Eternals, Star Wars: The Rise of Skywalker, X-Men: Dark Phoenix, X-Men: Apocalypse, Aquaman, Alien: Covenant, Pirates of the Caribbean, Justice League and many more. less
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Houdini Skills
ADVANCED
Procedural Modeling | Digital Assets | Mantra | Pyro FX | Fluids | Destruction FX | VEX | Python
INTERMEDIATE
Realtime FX
Availability
Not Specified
My Gallery
My Talks
Recent Forum Posts
What is the difference between =set() and ={} March 15, 2024, 1:27 p.m.
Hi,
{} only works when you use literal values inside. The {} syntax is designed for static, compile-time assignments rather than dynamic, runtime evaluations.
Use set() when you need to initialize vectors with dynamic values, computations, or function calls.
{} only works when you use literal values inside. The {} syntax is designed for static, compile-time assignments rather than dynamic, runtime evaluations.
Use set() when you need to initialize vectors with dynamic values, computations, or function calls.
Find Closest Primitives to a point March 11, 2024, 3:53 a.m.
TimOrSomethinganimatrix_TheDude123
Hi, is there a vex function (or node) that finds the closest PRIMITIVES to a specified point position? Something that looks within a certain distance? I need to find multiple primitives...not just one.
Thanks,
There is no single function that can return multiple nearest primitives but you can use xyzdist iteratively and use adhoc group to continuously exclude the previously found prims as you go, but it will be slow depending on how many primitives you want to gather as each call with a changing adhoc group will rebuild the acceleration data structures.
Hey, I just need the second closest prim but can't figure out the syntax of how to add the closest prim into the group to ignore. I tried something like this but wasn't working haha.float closestPrimDist = xyzdist(1, @P, closestPrim, closestUV); float secClosestPrimDist = xyzdist(1, '!closestPrim', @P, secondClosestPrim, secondClosestUV)
Any help would be appreciated
Thanks
Hi,
You can do it like this:
int closestPrim = -1; vector closestUV = 0; float closestPrimDist = xyzdist(1, @P, closestPrim, closestUV); string excludeprim = "!" + itoa ( closestPrim ); int secondClosestPrim = -1; vector secondClosestUV = 0; float secClosestPrimDist = xyzdist(1, excludeprim, @P, secondClosestPrim, secondClosestUV);
Just passing closestPrim as an adhoc group won't work because a primitive group with that name doesn't exist. If you create that group in the same wrangle, then you would have to do the second lookup using another wrangle that comes after so it can find it.
Supercharged H20 extension (TouchDesigner Style) March 9, 2024, 3:33 a.m.
First test it without using the extension to see if you still have the issue. If you do, please send the desktop file so I can take a look at it.