# Asset

## Dot Product to Cull Points and Establish a Gradient

Here’s another super-simple trick you can perform with the dot product of two vectors. If you create two nulls and get the vector between them, you can compare that with the vector from any point to the first null using a dot product. Any value less than zero is past the plane of the first control normal to the second. That doesn’t read well, but the result is straightforward, you are using the controls to act like a normal and cull points.

Furthermore, the distance between those two nulls acts as a handy scale factor to color points in a gradient between the two. Here for instance we’ve “cut” a sphere in half…

The structure is very simple as you can see in the network view. The wrangle is also very simple. Thanks to Tokeru for inspiration and the basic structure of this wrangle.

```vector p1, p2, v1, v2;

p1 = point(1,'P',0); //control null 1
p2 = point(2,'P',0); //control null 2
v1 = normalize(p2-p1);
//vector between control nulls
v2 = @P-p1;
//vector from current eval point to control 1

f@angle = dot(v2, v1);
//The dot product of the two, indicates 'perpendicularity'

if (@angle <= 0){
removepoint(0,@ptnum);}
//Cull out any points past p1
float dist = distance(p1,p2);
@Cd = dot(v2,v1)/dist;
//The distance between the two can also act as a gradient```

This works, but there’s a far simpler approach to take using the matrix transforms mentioned a few posts earlier. Transform the points to the origin of a control object’s local space (you saved that wrangle as an asset, right?) and then you can use very simple logic – in this case let’s delete any point greater than zero in z.

```if ( @P.z > 0) {
removepoint(0,@ptnum);
}```

Translate the points back to their original world position (in that other wrangle you saved as an asset, right?) and bam, you have a super easy tool to cull points according to a control object. Or make a gradient, or whatever else you want.

## HUD elements

I’ve made a small (but growing) library of assets to help generate and animate HUD-style graphics. Here are a few early results…

## Nodes Aplenty, and Mantra too

Making a hexagonal sphere is easy enough, just hit a polygonal sphere with a divide SOP and viola. Hit that with a wireframe SOP and an attribute wrangle to ramp the color and alpha and, well, it’s just a hexagonal sphere. But it’s a good chance to hop into Mantra and fiddle with settings. Oh, this DoF rendering is nice. Thumbs up for Mantra I know that everyone has their favorite flavor of the month renderer but I have to say Mantra strikes me as a real workhorse. I like it.

Yep, it’s a hexagonal sphere. Tadah. Let’s hit that with the connect points SOP/wrangle asset I made for the spirals…

Well that’s pretty much what you’d expect. I love how effective the few assets I’ve made are. Now an asset itself, expect to see this hexagonal sphere again, I’m enamored with it.