samadoni

Hi,

Could be great to have a better fill hole node like what we have in houdini.

One that would work nicely with quads while being smart enough to follow the curvature of the shape. 
Having some options like be able to rotate the pattern etc.

(Here is a gif from houdini and link about a plugin in max, QuadCapPro)
thanks

[QXLqQR]

 

Quote 1 0
pshipkov
Let me see what can I do for ya.
Quote 1 0
pshipkov
So, i got something going here, but at a crossroad atm.
Should this be a houdini style procedural node, or just a tool aimed at modelers, where artist selects faces/holes/etc and the tool does its thing ?
Input will be welcome.

Thanks.
Quote 0 0
samadoni

hi,

I think we should have something like what we have for some of the soup nodes.

If you have something selected the node is applied "the maya way" according to the selected components and if we call the function with nothing selected (or in the node editor with tab) we get the node alone and then will do the wiring for something more procedural.

That way we have both options for quick modeling, and a more procedural way.  

So yes at the end a real procedural node would be the way to go i think.


on my side i will probably also add this node in my quick modeling toolset.

Sometimes what i like to do to have faster interactivity with some nodes/tools, is to use the "dragAttrContext".
In the example below i did little script calling the rebuild curve node and used the dragAttrContext to have a contextual approach.
That way after the creation i can quickly change the spans and the smoothness of the curve by just dragging the mouse without going into the menus.  

thanks

[dOgHib]

 


Quote 0 0
pshipkov
Thanks for the feedback.
Quote 0 0

Add a Website Forum to your website.