dim + coord ▸ distort ▸ fill

I've created my animation pipeline. I call it "dim + coord ▸ distort ▸ fill". The principle is as follows.

example and preview



  • dimension is the attribute generated on each point (or vertex or primitive)
  • dimension is usually a static attribute, but can also be animated
  • its values are 0-1 (for example, where the object should be revealed first, the dimensions are 0)
  • this attribute is generated similarly to @uv, but it is meant to have a specific flow on the geometry:
    • linear falloff
    • radial falloff
    • geodesic falloff
    • along curvatures
    • noise patterns
  • responsible vex functions, so far:


  • coordinate is one (detail) attribute for the whole object
  • this attribute is meant to be animated
  • its value is 0-1
  • the value is a "place" or altitude, or level of dimension
  • at this place (or above/below) "something should happen"
  • it can be driven by MIDI
  • responsible vex functions, so far:


  • fill is a general name of function that evaluates dimension versus coordinate
  • it generates an "result attribute" which we later use to drive anything
  • the principle is similar to filling the dimension up to the right coordinate
  • also can be described as a search for places where the dimension is equal to the coordinate
  • the function supports:
    • smooth feather
    • remapping of the falloff from the "hit"
  • responsible vex functions, so far:



  • for example, on the human body we could segment the dimensions (hands, legs, hull)
  • text has segment dimensions (words, letters)
  • fractured object may have dimensions (clusters, small chunks)


  • biases the values to 0 or to 1


  • eases the values in or out


  • adds noise to the range
  • chramp argument specifies, where to add the noise in the 0-1 range


  • look up table
  • simple chramp to remap the fill or dimension, or time


  • just "reversed fit01" with user interface


  • the resulting attribute can be used for any purpose:
  • amount of particle generation
  • temperature of the fire
  • velocity field for flip
  • strength of constraints
  • primitive primitives, transformed packed primitives