VEX Wrangle Snippets
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Iterative Face Insetting
Triangular recursive edge splitting https://twitter.com/d_gfx/status/1452718124579520512
int pts[] = primpoints(0,@primnum); vector pos[]; int edge_div_pts[]; vector edge_div_pos[]; foreach( int pt; pts ) append(pos, vector(point(0,'P',pt))); for( int i = 0; i < chi('iterations'); i++ ) { resize(edge_div_pts,0); // empty resize(edge_div_pos,0); // empty for( int j = 0; j < len(pts); j++ ) { vector pt_pos = lerp( pos[j], pos[(j+1)%len(pts)], chf('div_ratio') ); append(edge_div_pts, addpoint(0, pt_pos)); append(edge_div_pos, pt_pos); } for (int k = 0; k < len(pts); k++ ) { addprim(0, 'poly', pts[k], edge_div_pts[k], edge_div_pts[(k+2)%len(pts)]); } pts = edge_div_pts; pos = edge_div_pos; } addprim(0, 'poly', edge_div_pts); removeprim(0,@primnum,1);
Boxify
Distorts the geometry into a box shape
vector centroid = getbbox_center(0); vector size = getbbox_size(0); size = min(size); // Largest component @P -= centroid; @P *= (1.0/size); @P = lerp(@P, @P+clamp(normalize(@P)*1.75,vector(-1),vector(1)) * (1.0-length(max(abs(@P)))), chf('blend')); @P *= size; @P += centroid;
Spherify
Distorts the geometry into a sphere shape
vector centroid = getbbox_center(0); vector size = getbbox_size(0); size = min(size); // Largest component @P -= centroid; @P *= (1.0/size); @P = lerp(@P, normalize(@P), chf('blend')); @P *= size; @P += centroid;
Snap to Grid
Snap point positions to a grid
float grid_scale = chf('grid_scale'); // try 8 @P = rint(@P*grid_scale)/grid_scale;
Swizzle Coordinate System
Switch between Y up and Z up coordinates
@P = @P.xzy * set(-1,1,1);
Twist
Twirl the geometry around the Y axis
float angle = chf('angle'); vector origin = set(0,0,0); vector d = v@P*set(1,0,1) - origin; float r = length(d); r = pow(r, chf('pow')); float beta = atan(d.x, d.z) + radians(angle) * r; v@P = origin + r * set(sin(beta), 0, cos(beta)) + set(0,@P.y,0);
alt
float angle = @P.y*900; vector origin = set(0,0,0); vector d = v@P*set(1,0,1) - origin; float r = length(d); float beta = atan(d.x, d.z) + radians(angle); v@P = origin + r * set(sin(beta), 0, cos(beta)) + set(0,@P.y,0);
Peak
Push mesh along the surface normals
@P += normalize(@P) * chf('scale');
Exploded View
Jitter each point by a random spherical direction
@P += normalize(@P) * chf('scale');
Point Jitter
Jitter each point by a random spherical direction
@P += sample_sphere_uniform(rand(@elemnum+chf('seed'))) * chf('scale');
Plexus Effect
Connect nearby points
foreach(int pt; nearpoints(0, @P, 0.5, 250)) { if(pt > @ptnum) addprim(0, 'polyline', @ptnum, pt); }
Connect to Nearest Point
Draw a line to the closest point of the second input
addprim(0, 'polyline', @ptnum, addpoint(0, vector(point(1,'P',nearpoint(1,@P)))) );
Connect to Closest Surface Position
Draw a line to the closest surface position
addprim(0, 'polyline', @ptnum, addpoint(0, minpos(1,@P) );
Randomize the Rotation of Packed Primitives
Update the transform intrinsic to a random orientation
vector r = sample_direction_uniform(rand(@primnum)); matrix3 x = primintrinsic(0,'transform',i@primnum); rotate(x, PI*pow(rand(@primnum-666),0.5), r); setprimintrinsic(0,'transform',i@primnum,x);
Randomize the Scale of Packed Primitives
Update the transform intrinsic to a apply a random scale
vector s = rand(i@primnum); s = s.yyy; // Uniform Scale matrix3 x = primintrinsic(0,'transform',i@primnum); scale(x, s); setprimintrinsic(0,'transform',i@primnum,x);
Random Color from Normal Direction
Generate random colors based on the surface normal
v@Cd = rand(rint(v@N*8));