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VEX Barycentric VOP

Converts barycentric coordinates relative to a 3D triangle into cartesian coordinates.

https://www.dropbox.com/s/t9z8wo6jufrs6to/Barycentric_VOP_Animatrix.otl?dl=1

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VEX Spherical Distance VOP

Computes the spherical distance between two points on a sphere.

Radius of the sphere is calculated from the first point. The center of the sphere is assumed to be at {0, 0, 0}.

https://www.dropbox.com/s/43nuinrtzsvk1s7/SphericalDistance_VOP_Animatrix.otl?dl=1

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VEX Hermite VOP

Performs a Hermite spline interpolation.

https://www.dropbox.com/s/rrkor05frwlmxqt/Hermite_VOP_Animatrix.otl?dl=1

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VEX Group Visualize SOP

Visualizes point/primitive groups using colors.

It uses the LCh color model to blend colors for points/primitives that are shared between multiple groups to represent shared membership.

https://www.dropbox.com/s/3dawgta7apvnqus/GroupVisualize_SOP_Animatrix.otl?dl=1

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VEX Flatten VOP

Projects a point in space onto a plane defined by a normal and a center using an amount.

https://www.dropbox.com/s/aw3kn2mf10bi8xu/Flatten_VOP_Animatrix.otl?dl=1

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VEX Swirl COP

Rotates an image more sharply at the center than at the edges.

https://www.dropbox.com/s/uvg7y119nmd0rjk/Swirl_COP_Animatrix.otl?dl=1

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VEX Point & Primitive Neighbours VOPs

Returns an array of the point/primitive numbers of the neighbours of a point/primitive.

2 distinct advantages of these VOPs over the default Neighbours VOP, apart from lack of a primitive neighbours VOP, is that they allow specifying the depth of traversal. So at each depth, the result of the previous depth is used to get the new neighbours.

One useful parameter is Accumulate, which allows you to gather the result of all the depths vs keeping only the last depth, in case you need ...

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VEX Gas Ripple Solver DOP

Improved ripple solver that's more intuitive to use.

In future versions I want to allow more uniform propagation regardless of topology and also complete the OpenCL implementation. That's why I didn't add OpenCL code branch yet regardless of the available OCL toggle, because the implementation should be first finalized in VEX, then OCL.

https://www.dropbox.com/s/wki...

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VEX Grid Partition SOP

Partitions a geometry using uniform divisions per axis where each partition will have a unique integer value.

This is an easy way to multi-thread groups of points to be processed in parallel. For example if you want to compute the average point position of all these points, you could process each partition inside a For Loop network and run the same VEX code there to get faster performance.

Of course in this case I would recommend using Attribute Promote, but this is just one examp...

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VEX Camera Frustum SOP

Creates the view frustum of a camera as geometry.

Has a lot of options for creating multiple zones, isolating them, with the ability to output a center line that can be used to instance simulation domains or slice a geometry using Voronoi Fracture SOP.

Another feature in planning is to have a ramp to control the size of zones relative to each other.

https://www....

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VEX Group from Attribute SOP

Creates group memberships from a space separated string attribute that contains the group names.

https://www.dropbox.com/s/738l69lzkirhssc/GroupFromAttrib_SOP_Animatrix.otl?dl=1

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VEX Attribute from Groups SOP

Converts group memberships into attributes of the same type.

https://www.dropbox.com/s/9553iy6fup80ugz/AttributeFromGroups_SOP_Animatrix.otl?dl=1

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VEX Geometry SOP

A different take of the original VEXify geometry tool I made back in the day.

https://www.dropbox.com/s/gj8ercv5m5mxqdh/Geometry_SOP_Animatrix.otl?dl=1

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VEX Select by Normal SOP

Selects points/primitives/edges by normal.

A lot of useful options in this SOP while providing max performance. Features like Min/Max Spread Angle, ability to mirror, and invert the entire operation.

https://www.dropbox.com/s/c87rmdug5mvr80e/SelectByNormal_SOP_Animatrix.otl?dl=1

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VEX Point Grid SOP

An efficient way to create a grid of points using the bounding box of the input geometry. Useful when you need to source a lot of points for a simulation.

https://www.dropbox.com/s/k8ds8varecufwcl/PointGrid_SOP_Animatrix.otl?dl=1

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VEX Crystalize COP

Averages out adjacent colors and corrals them into solid, vaguely crystalline shapes.

https://www.dropbox.com/s/llkmaoabuafhhpg/Crystallize_COP_Animatrix.otl?dl=1

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VEX Twirl COP

Rotates an image more sharply at the edges than at the center.

https://www.dropbox.com/s/7lr59jlpf1w78qy/Twirl_COP_Animatrix.otl?dl=1

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Pragmatic VEX: Volume 1 Bonus Content

After months of hard work, the new bonus content for Pragmatic VEX: Volume 1 is finally out! Existing users immediately received access to the updated content as soon as it went live.

The new trailer also features the new content, so make sure to check it out!

Active Patreon members are still eligible to receive additional discounts proportional to their lifetime support (25% of their lifetime support).

https:...

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VEX Point Connect SOP

Added another option to keep the unused points (default off). While it's useful to only keep the used points in the case of RBD simulations, for Vellum constraints, it does expect the point count to match and so having this option is quite useful.

https://www.dropbox.com/s/c49lkpb2ifbg1hd/PointConnect_SOP_Animatrix.otl?dl=1

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Supercharged H19 Updates

A number of fixes and overall improvements to the entire toolset.

https://www.dropbox.com/s/2tc542a24tbmnqx/supercharge.zip?dl=1

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VEX Reaction Diffusion VOP

A simulation of two virtual chemicals reacting and diffusing on a 2D grid using the Gray-Scott model.

A very old VOP I implemented as part of a larger a reaction diffusion solver .

https://www.dropbox.com/s/cabbxgy8a414v3l/ReactionDiffusion_VOP_Animatrix.otl?dl=1

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VEX Select Edges By Primitive Attribute SOP

Selects edges using a primitive attribute that have different values for each primitive of the edge.

Edge Wrangle SOP was still 2x faster than this SOP though so there are definitely very good use cases for the Edge Wrangle SOP, even though this SOP uses half edges that should be just as fast.

Edge Wrangle SOP just does some clever shortcuts to get even more performance out of VEX compared to half edges.

2022-03-21 01:00:02 +0000 UTC View Post

VEX Select & Delete Random SOPs

Randomly selects or deletes points/primitives by a given amount.

These SOPs show a VEX based approach on how to gather elements randomly. There are many ways to do this, but it gets tricky if you want a specific number of elements to be gathered.

https://www.dropbox.com/s/axpn2kk72qejae4/SelectRandom_SOP_Animatrix.otl?dl=1

2022-03-02 01:00:03 +0000 UTC View Post

VEX Neighbour SOP [Updates]

Now computes normalized weights and completely revamped UI.

Similar features added just like the Proximity SOP.

https://www.dropbox.com/s/n4fd3kbf7sn7s62/Neighbour_SOP_Animatrix.otl?dl=1

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VEX Proximity SOP [Updates]

Queries point clouds using proximity optionally with variable radius per point.

Now computes normalized weights and completely revamped UI.

First off we need to be able include the point itself in the resulting array. Often times the point itself can also contribute to the final result computed from its neighbours. Returning this in the same array simplifies the kernel code we have to write later on as we can handle all the points uniformly, instead of making an exception for the ...

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VEX Edge Wrangle SOP

Selects edges using VEX code.

Edge point numbers are accessed using i@pt0 and i@pt1. Edge primitive numbers are accessed using i@prim0 and i@prim1.

With the latest Attribute VOP developments, it could potentially be streamlined a lot more.

https://www.dropbox.com/s/3xh4z7wutjupjtl/EdgeWrangle_SOP_Animatrix.otl?dl=1

2022-02-02 01:01:00 +0000 UTC View Post

Anaglyph COP

Creates an anaglyph from a pair of input images. Supports multiple color schemes.

https://www.dropbox.com/s/barkdwwmnvy74mb/Anaglyph_COP_Animatrix.otl?dl=1

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Interpolate VOP

Computes non-linear normalized easing interpolation values. Input values must be in the range of 0-1.

Very useful to reshape a normalized value range to output a different value curve.

https://www.dropbox.com/s/w7zrliwkoid73sb/Interpolate_VOP_Animatrix.otl?dl=1

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Detecting Self Proximity on Curves

Recently I came across a problem where I had to remove parts of the curve from the existing point positions (i.e. not carve) using a separation distance parameter of a curve to itself.

There are 2 standard methods to approach this sort of problem, point distances i.e. Euclidian distance using pcfind, distance functions, or xyzdist.

Unfortunately neither works as easily because they will also give you the current point and the points along the same segment.

I come up with a m...

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Excited to be featured on ASUS ProArt showcase series!

Recently got asked to showcase ASUS ProArt hardware series in production. It was a nice experience to do this.

Pragmatic VEX is also shown in the video along with my Supercharged extension in action!

Hope you enjoy :)

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