great stuff, if you want to experiment more (for example using another variable to second pair of polygons to be randomized and not just mirrored the first pair), after creating your points, you can use something like setpointattrib(0,"name",pnt_a,"A","set"); and add visualiser marker for that attribute (in my case its "name")
@@jhanvikathpalia6239 attrib randomize in primitive mode or you use the existing point color attrib and promote it to the primitives with a attrib promote SOP
I'm trying to understand the 3 "dislikes" on that tutorial... probably somebody watching this with his display upside down :) ...anyways, i did not understand the logic one bit, mate, won't go to bed any smarter tonight... but i sure copied that script like the donkey i am. Big thanks for this, i was desperately looking for a way to build these kinda patterns for steady non-animated results, and this is just awesome! Cheers.
Well, it's a lot quicker, when you scale it up. Also, due to how Houdini works, you can use this system in all sorts of ways to drive other dynamic objects or such. Of course, the very basic structure is super quick to setup through a Voronoi in C4D, though.
Amazing, thank you! It's still pretty fast moving, any idea how to really control the movement and slow it down? Much appreciated!
great stuff, if you want to experiment more (for example using another variable to second pair of polygons to be randomized and not just mirrored the first pair), after creating your points, you can use something like setpointattrib(0,"name",pnt_a,"A","set"); and add visualiser marker for that attribute (in my case its "name")
Thank you
this was awesome to watch thank you for this!
Thank you so much Matt
Amazing, thank you for the tutorial!
Cool, thanks for the nice explanation.
Im a noob to vex was wondering how you gave the separate color to each grid
with a attribute randomize
@@sikliztailbunch when i use that each square has a gradient to it, how can i solve it?
@@jhanvikathpalia6239 do not use the Cd attrib on points. It needs to be a prim attrib.
@@sikliztailbunch so how do i give them colors?
@@jhanvikathpalia6239 attrib randomize in primitive mode or you use the existing point color attrib and promote it to the primitives with a attrib promote SOP
Nice tutorial, but you think it's good for use it in dynamics system ?
I'm trying to understand the 3 "dislikes" on that tutorial... probably somebody watching this with his display upside down :) ...anyways, i did not understand the logic one bit, mate, won't go to bed any smarter tonight... but i sure copied that script like the donkey i am. Big thanks for this, i was desperately looking for a way to build these kinda patterns for steady non-animated results, and this is just awesome! Cheers.
Its 3dsmax users or those who affraid vex.
why a primitive wrangle and not a point wrangle ?? Is it because we create primitives in the end ?
This can be done by cinema 4d??
yes, there is a project on behance with this technique done in cinema 4d called "Scaler". Google it
This can simply done in maximum 1 min with voroni fracture in c4d. Why we have to go so complicated ? Am I missing something ?
Well, it's a lot quicker, when you scale it up. Also, due to how Houdini works, you can use this system in all sorts of ways to drive other dynamic objects or such.
Of course, the very basic structure is super quick to setup through a Voronoi in C4D, though.
Yeah seriously could you have at least showed us how to color it as well?
no need for him to do every part of it. coloring is easy