• rolfcoppter
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Array Expression Help
I cant seem to get it working so il try to explain my self a little better,

I have an Array from your KD tree Node PointID PP that as 1-4 IDs per point. 

What I want to do is have all the IDs from each Point have the same World Space Position.

So I have 3 arrays:
-Point ID PP $E2
-Position PP

so is the * what i use to iterate though an array that as more than one value per Index?

Would the expression be like this?

$EX[$E2*]=$EX;

$EY[$E2*]=$EY;

$EZ[$E2*]=$EZ;



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Array Expression Help
Hey guys,

I'm having a little trouble wrapping my head around the array expression node when the array has more than one value per index. I want to run a for loop inside this array but I can't quite figure out how it should be formatted.

So say I have a float $array[] connected to inArray 1 and for example $array[0] = (1, 4, 6)
and $array[1] = (5,9)

To get the array expression to calculate each number in the index is this the correct expression for the for loop?

for ($a=0; $a<( size($E[$a]))$a++){
      $E3[($E[$a])] = $E3[($E[$a])] *10;
}

Is this Correct?

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Procedural Bevel with rules
UPDATE***
___________________________________________________________________
I used the setup above but i had to make some changed. I found that i couldnt get some of the corners to work with the tension map but what I did do was use the kd tree node to check how many verts were connected to a single ver and then added any verts that had 6 connecting verts into the selection for bevel. 

I find beveling becomes super expensive the more components you have in your list. I wonder if this is just a Maya thing? Because I can instance tons of cubes and clean the geometry(delete inside faces, merge vertices) and make the proper component selections in seconds but it can take hours to bevel from that selection. Anyone else find the Maya bevel super slow?

thanks,
Jordan


Click image for larger version - Name: Capture.PNG, Views: 10, Size: 151104
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SOuP 2017-09-07
AMAZING! cant wait to give it a try
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Cleaning Up Non Manifold GEO SCRIPT
When I replace 3 with OBJ the script runs all the way through now the only thing is it doesn't clean any of the non-manifold geometry anymore. it says there was none found. but if I run a polyInfo command then it says there are non-manifold vertices and edges still.

I wish there was more documentation on this poly cleanup command.

Any idea why this is?

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Cleaning Up Non Manifold GEO SCRIPT
Hey Guys,

Im having trouble adding a polycleanup into my script.

All I want to do is remove non manifold geo inside of a workflow automation script im writing. For some reason if you add the cleanup command in mel maya freezes every time
I only have the Nonmanifold geo option set so im wondering if there is a better way to do this through script

this is what i used
polyCleanupArgList 3 { "0","1","1","0","0","0","0","0","0","1e-005","0","1e-005","0","1e-005","0","1","0" };

thank you,
Let me know

 
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Combine Group Nodes
I found another way to combine group nodes. What I did was use a point node and put the out components into the in components of the point node then set weight to 1.
Pass the point node to a new group nodes in weight set it to weight map and then add the second groups out components to the new group nodes in components and do a union. Seems to work and be decently fast .
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Procedural Bevel with rules
Sorry for the late update but i ended up getting this to work but what i found was once the bevel was applied the uvs got messed up really bad.
Because the Uvs are from an instanced cube once beveled it doesn't understand where to put the new faces or edges. 
If this inst clear i can attach an example
Anyone have a solution to this?

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Combine Group Nodes
Hey peter,

The problem is I already have two group nodes that already have inComponents connected to them. How can I combine the outcomponents of two group nodes?

thank you,
Jordan
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Combine Group Nodes
Hey guys,

I'm wondering if there is a way to combining two or more group nodes together. I Have 2 group nodes that both already have an input component connection in their inputs. Is there a way to combine the out-components of each of these group nodes together?

Thank You,
Jordan
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Instance objects and vert ID
Hey, I also have a different way of doing this using a mod function in mel. I ran into this problem a while ago and I found this way a bit easier to understand and use.

The mod function (%) basically just counts up on the vert ids from 0 then when it hits vert ID 40 it goes back to 0. Mathematically it just returns the remainder of the division of two numbers. If $ID is 1 then it's 1/40 = 0 with a remainder of 1 so it returns 1, and if the $ID is 41 then it also returns 1 because 41/40 = 1 with a remainder of 1. 

float $modID = $ID % 40;
if ($modID <=19){
    $instanceID = 0;
}
else{
   $instanceID = 1;
}

I normally use this in the Point Node and then pipe the out WeightPP into the copier node index array. But there are many ways to do it as there is with anything.


hope this helped and sorry for the late reply to this old thread.

thanks,
Jordan
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Procedural Bevel with rules
Hey Jeremy,

Thanks for the tip! I am not able to isolate the edges I want using the tension node to drive the weights of the group node. 

The issue I am having now is that the bevel node doesn't work on my geometry. I keep getting an error saying it was non-manifold vertex. But when I clean up the geometry the tension map node doesn't give the same weights as it does pre-cleanup.It is missing edges and you can tell by the color that it's not working properly. 

I attached pictures for reference, the first one is correct and the second one is the one I'm getting bad results from.

does anyone have a work around?


Capture.PNG Capture2.PNG

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Procedural Bevel with rules
Hey guys,

I'm trying to make a procedural bevel setup based on some created rules. I have tried a few different ideas but can't seem the get it working. 

What I am trying to do is apply a bevel to all the corner edges on a geometry based off an extruded cube. I attached a picture with a better example of what I mean. I want to be able to bevel the edges marked in white without having to always manually select the edges I want beveled. (I forgot to mark the very front corner but that would be included).

My first question is how can I isolate the corner edges only? I did manage to do something with the point nodes creating weights based on normals then plugged into the group node, but I'm wondering if there is an easier way.

Has anyone done something like this or have any tips on how to accomplish? Example_forSoup.PNG 
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tension direction?
When I clicked the link to the first post of the thread it didn't seem to work for me but I did manage to get the link to work by removing part of the end or the URL. This is a lot more clear now. Thanks for that explanation Pizza man!
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tension direction?
Hey guys, 

I just read through this entire thread and there is some awesome information in here! My question is what exactly is this technique used for? I understand the process but I can't figure out what the output fixes or the problem? Sorry for the noob question?

Thank You,

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