pshipkov
new
===

uvsToPointsOnMesh - one can think of this node as an UV blend shape. Basically it puts the points from one mesh to the surface on another one by overlapping and looking up their UVs.

updated
======

tensionMap - added new mode called "curvature" - when in this mode the node will track directly the curvature of the mesh object connected to its inGeometry attribute. No need to connect anything to the inRestGeometry. This is similar to those shaders used in various modeling and CAD apps that better display the surface curvature.

shelf menu - when creating scatter, displayComponents and tensionMapSimple nodes they will be auto-connected to the currently selected objects in the scene (if possible).

bugfixes
======

morph - fixed small bug related to painting weights for targets with custom transformation space
Quote 0 0
plarson
Very nice, thanks Peter. I look forward to trying that new node. However when I try to create it I'm getting an error about uvsToPointsOnMesh not being a SOuP object in Maya 2014 Win.
Quote 0 0
noizfactory
pshipkov wrote:

uvsToPointsOnMesh - one can think of this node as an UV blend shape. Basically it puts the points from one mesh to the surface on another one by overlapping and looking up their UVs.

Good one Peter!
Quote 0 0
pshipkov
@plars
I will check the Windows build. Last night i rushed this release for Morph fix. Wonder if i missed to update the shelf code for this node. In the meantime use the regular createNode command.
Quote 0 0
Maurizio1974
I had the same problem here on linux (centOS), though the create node worked perfectly.
Awesome node btw Peter thank you so much
Quote 0 0
pshipkov
Glad you like it.

I fixed the problem already on my side. It will be in the next update. It will actually do much more than just create the node - it will try to auto-connect if you have the appropriate nodes selected in the scene.

One a similar note:
Maybe you noticed already that I started putting a bit of effort to streamline and simplify the base SOuP related workflow mechanics. In addition to the couple of UIs introduced recently - morph, stickyLips, etc.
i am making the "create" menu more intuitive. it will try to do best guess, based on the current selection in the scene, how the newly created SOuP nodes should be connected to the selected ones (if possible), etc.
More of the existing UIs will get help tab that brings more clarity to the related tool.

Also, if all goes as planned - proper documentation is going to happen at some point in the near future.

Please let me know if you have any ideas about how SOuP can get easier to use. Especially for new comers.

Thanks.
Quote 0 0
David l
Huge thumbs up for documentation Peter! :)

Personally i fell the menu is becoming more and more overwhelming with the massive amount of nodetypes, maybe it would be an idea to sort the nodes into categories like most nodebased compositing packages do? That would also help point new users in the right direction.

I have no idea of what the categories should be called since i only understand about 5% the nodes in soup, maybe som of the more experienced users have some input?

Just a thought :)
Quote 0 0
djx
+1 for the categories idea

If I want to impress my co-workers I go to the soup shelf menu, but for ease of use, it would make sense to break it down into smaller mouth-fulls?

David
Quote 0 0
pshipkov
That should be easy.
Nodes are already split in groups using the classification argument of MFnPlugin::registerNode - generator, modifier, converter, deformer, emitter, field, helper, constraint, display, texture, so i can easily split the menu based on that.
So representing them that according to that in the ui will be pretty easy.

Just want to bring one point here - if split into subgroups not all nodes will be instantly displayed in front of us, which means we will probably need to browse a bit more. Trust me or not, but i often forgot about particular node and end-up doing the hard thing just because of that. I am a bit concerned that by having less stuff instantly available and visible will result in "forgotten" nodes more often.
But we will try it and see how it feels.
Quote 0 0
djx
pshipkov wrote:
Trust me or not, but i often forgot about particular node and end-up doing the hard thing just because of that. I am a bit concerned that by having less stuff instantly available and visible will result in "forgotten" nodes more often.

Good point Peter.
I lean towards the categorizing only because the length of the shelf drop-down now exceeds my screen vertical height, and becomes slightly less comfortable to navigate.

David
Quote 0 0
David l
The shelf list barely fits on my 30" screen as it is now :) maybe we can have both? or better yet let the user choose which layout to use?
That would be awesome :)
Quote 0 0
Maurizio1974
What about having two, three or more drop down menu icons divided in category like in the pic ?
Should be faster than navigate in the single one with subdirectory and would give a reasonably quick access to say "arrays","color Nodes ", "deformers" or any category we think it is best to split.
Obviously the icons would need to be prettier than just change in color, eh eh !

shelf SOuP.jpeg 

just an idea
Quote 0 0
plarson
pshipkov wrote:
I fixed the problem already on my side. It will be in the next update.


Thanks Peter. I've been really enjoying this UV based blend node, some very interesting methods for getting certain deformations seems possible. Like by animating a UV projection node.

I think categorizing them into submenus could be good or bad for different reasons. Like others have mentioned, the list is large and likely daunting for newcomers. I've still come to appreciate them being in a single menu, and the order you've used. Unless the functional distinction between nodes is very clear, splitting them up will require more navigation for those who know what they need. There are such a wide range of functions that it seems grouping many nodes with others would be unintuitive for some. But if it makes it easier for newcomers, it's not hard to adjust.

I think a lot of newcomers aren't used to digging through the forum or examples scenes to figure out what a node does. The Point node and pyExpression node's help sections are great. But I think newcomers will have to depend on a few specific threads on the forum for the connections of certain nodes, like pointCloudToMultiCurve. I don't think that's an unreasonable expectation. But if you wanted to make it even easier, if it's possible, it might be nice if certain nodes have some help info as well. Like for pointCloudToMultiCurve, having createNode curveVarGroup somewhere as well as connectAttr pointCloudToMultiCurve1.outputCurves transform1.create.
Quote 0 0
David l
Sorting and colorcoding the list according to node category could also be cool :) Although to my knowledge I dont think the background color of the maya menus can be altered...

An alternative to colorcoding could be to prefix all node names with the category type I.E.

generator -> scatter
generator -> mesh2arrays

And so forth, but this may lead to too much clutter, just throwing up some ideas :)
Quote 0 0
pshipkov
These are good ideas, i will experiment with them and maybe provide test builds to get some feedback.

About colored menuItems - i think we can do that. After all all widgets are based on QT and we can hijack them and modify many things not exposed in the standard maya widgets library through QT calls.
Quote 0 0