Archived post by Reinhold

Curious to hear what you think. I’m a total kinefx noob … probably some odd choices in that setup

I really want to tackle a version now that can roll over the corners, rather than just hinge on the edges. Maybe tomorrow

Much more straightforward than I thought

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232203/20/23/2023-03-20_08-12-44.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232203/20/23/box_stack_animation_v2.hipnc

Archived post by WhileRomeBurns

example: www.shadertoy.com/view/Dst3D2

click to rotate through hue cycle

if you want a non linear distribution, change line 53 to something like `return pow(min(distToCenter / spokeLength, 1.0), 3.0);` or `return pow(min(distToCenter / spokeLength, 1.0), 0.25);`

the simpler version which is linked on the shadertoy comments, if you change line 63 on that bad boy you can see the distance from the offset center to the boundary parameterized to 0-1

“the spokes”

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234103/03/23/example_circle_rings.gif.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234103/03/23/image.png

Archived post by WaffleboyTom

someone said , group + blast is much faster than an if statement + “removepoint()“ so I ran some tests (20 million points) and it is indeed true, although the absolute fastest is grouping using an integer attribute instead then doing “ @my_attrib>0“ in the blast (0.174 seconds compared to 1.594 for “if + removepoint()“, maybe this is helpful to someone 😄

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230002/25/23/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230002/25/23/removepoint_blast_comparison.hiplc