Yeah, I have had some luck tinkering around with the parametric modules, but those make meshes and I want to generate 2D/3D point structures. I'd love to see any math examples, especially algebra/geometry vs. trigonometry.
Thanks for that. I certainly need to keep an eye on Magneson's stuff.
Right now I'd really like to sort out how to get this equation to work with the comp I posted. I find using Build List or Process List versatile, and I know how to build onto this method and add features. So I'm trying to get a better grip on how best to take some math equation I find online, solve for y or whatever, and plug it into Vuo. I am trying to chip away at the math to understand it better (algebra/geometry/trig/vectors) hoping that once I get a couple equations to work, I'll be able to implement some other stuff on my backburner.
The attraction seems more like a morph between different curve easings (you'll need the lerp 3d point node posted here).
Yeah, except when the attraction value gets high enough the converging line elements become a loop. I think it's some other interp formula, a 3D point with gravity or something, I haven't pinned it down. Maybe some math akin to what you used in the spirograph node?
Magneson's is eye opening, really learned something there.
Nice one with the grid + 3D deformers, Bodysoulspirit. Cheating, but nice. jk, I appreciate your approach, very creative. :-)
I'm still thinking about more direct equivalents, something more plug and play. After thinking about it, it's the attractor setup in the QC line family that makes it a little extra special (the rest of the params perform standard 3D transformations). I'm wondering what that formula could be, doesn't look too fancy. In general, setting up some interesting attractors as math formulas could make for some cool stuff.