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  • Name Jeremy Raven
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More perfect displayComponents
You can use a group node to select specific points and pipe that into the display components. Control component selection using pattern, range or bounding object 
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Simpler and more efficient intelligent connection
Then you wouldnt be able to use the the left button to click anything else.
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Align Nodes
levi wrote: ...but like in nuke, how you can color regions of the background and cluster nodes there to make the workflow a little clearer.

I like this idea.
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VoxelGrid no local transforming
Got it thanks. I also missed using the outNormals for orientation but as it was keyframing the outMesh from copier was better.
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my son just went online
BTW you must be very proud, what a smart boy you have there :)
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VoxelGrid no local transforming
So I have a boat mesh bobbing around in the ocean, attached to it is a voxelGrid > pointsOnMeshInfo > copier. Strange thing is, as the boats pitches and rolls, the copier mesh seems to slide around rather than obey the transformations. I checked the voxelGrid mode and it is set to Uniform Voxels - local Space. Perhaps this is normal behaviour or not.
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my son just went online
Damn I guess I should be quiet sometimes then ;)

Showing my 9 yr old daughter Pythagorus theorem, seeing if it strikes a chord somewhere.
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Align Nodes
That is great Peter. Other notes.

1. Allow for vertical alignment/arrangement on creation of new node. This works better when the NE is side by side with the AE (preferred window layout).
2. Containerise nodes!!! This brings up more workflow ideas - but that can be for later.
3. Compound/Group (similar to containerise) multiple nodes like polySeparate meshes.

More to come later
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Align Nodes
Ive always liked how you can shake the node free from the network in Houdini and hover the node nearby to reconnect - that would be cool in Maya too.

There are a couple of things that really annoy me in the Node editor.
1. Create new node places it at the end of the network and not in the screen space you are working in.
2. Lots of overlapping nodes when pinning is set 'on create' - bad bad.

If you could resolve those issues for me then you have my vote ;)
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Align Nodes
Looks nice. What other functionality are you intending to add to it?
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Align Nodes
Link broken
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Copier improvements
Fair comment. I think I could use the highjacking method via arrayToDynArrays and MASH which could make another demo video at some stage. Ill take a closer look at this workstream.

@Pizzaman that workflow of yours is a bit foreign to me which is why its intriguing, this kind of information would make good video resource material. I wonder how we could tap into everybodies knowledge base and get some of this stuff out there for our users.

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Copier improvements
Can we output points from the copier node and instance the mesh objects as unique objects with transforms? This way one could attach the output to Bullet rigid sets. Currently I am running a poly seperate over the output mesh object and going from there, but it would be even better to procedurally change the copier.inPosition count so the rigid bodies would update automatically at the other end (kinda like MASH but cooler of course) :)

Using the poly seperate breaks the proceduralism which is not a problem as it still works but we like proceduralism.
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Cleaning Up Non Manifold GEO SCRIPT
I dont have a solution but I ran across the same problem before when try to use SOuPs shatter and then running the polyCleanup on that - nothing happened. Bug?
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IMDB
Have you tried the Registration and Account login issues under Contact Us? Assuming that you cant login to delete or change anything.
If you can login then go into account Settings and under Other > Contributions you can delete your listings.
Im not sure they'd want to edit anything, best to re-submit them instead.
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