vector chramp( string float ) vector chramp( string float float ) Hope this helps. A lot of Houdini users are afraid to use vex because they do not know how to code. After this you have uniform distributed points along the curve (point distances to neighbours on the curve are equal - which is the same for the u-coordinates). First you apply the normal resample operator on the curve. If you delete all other points, you will have a single point moving along the curve. I've tried to create a very minimalistic ramp based resample wrangle. You can use the Carve node to shorten or extend a curve to its maximum length. And a third form that allows you to return a float chramp( string float float ) Then there are the two forms that return a vector from a ramp intended to work with colour type ramps. Vex can be a powerful tool when used in procedural modelling. A ramp does not make sense, but a slider does. float chramp( string float ) There is a second form that takes an additional argument, 0, 1 or 2 that allows you to access an individual component from a vector colour ramp. You can call it like chramp ('ramp1', u), chramp ('ramp2', u) (if ‘ramp’ is. In the wrangle you have access by using the function chramp (). Now you can add a ramp to this folder and set a specific name/label. Vex can be a powerful tool when used in procedural modelling. One varies color along the length of the ramp, creating a gradient, and the other varies. The one above is the simplest form where the assumption is that you will fetch the first component of the ramp parameter. Hi, in a wrangle you can add a folder (using edit parameter interface) and change the type of the folder to multiparm block (list). Houdini support RGB color ramps and floating point (spline) ramps. chramp() has several different variadic forms. You “could” cast one of the variables to a float but a subtle method is to add or subract a float to one of the integers and you will return a float. Not what you want: 0 or 1 with nothing in-between. Dividing an integer by an integer gives you an integer. Just add two ramps, one a float and one a colour called “ramp” and “rampclr” then try this out: float pct = // get percentage weight along curve float rampval = chramp(“ramp”, pct) = rampval vector rampclr = chramp(“ramp”, pct) = rampclr Some notes: That “- 1.0” is critical as both ptnum and Npt are integers. Here's a basic method to get it to work for an example where you want to drive pscale along a curve by using a ramp. To solve this, we can use some very simple vex in creative. I assume you have the ramp added to the Wrangle operator (Point Wrangle in my case) added to the node's interface. Creating organic and smooth curves through traditional modeling methods can be quite challenging.
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