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Recent Forum Posts

Clumping chunks generated by Booleans March 16, 2018, 3:20 a.m.

easier than you think

Calculating Point Normals in Vex March 16, 2018, 3:14 a.m.

obviously you can just type
in a fresh point wrangle and you'll get automatic normals, but that's probably not much to learn from

also, best way to learn is to try solving it yourself
but if you want an easy way, you can do this for example to do averaged nonweighted normals
int prims[] = pointprims(0, @ptnum);
vector sumN = 0;
foreach (int prim; prims) sumN += prim_normal(0, prim, .5, .5);
v@N = normalize(sumN / len(prims) );

Custom randomize size of copied geometry through the new Point node. March 15, 2018, 11:14 a.m.

a little less scary way to set just random z scale for example may be
value * set(1, 1, rand(@elemnum))

or then switching to Attrib Wrangle allow you simpler workflows like
v@scale = 1;
v@scale.z = rand(@elemnum)*10;