yes, the nodes used in houdini are inspired/started from nodes made by dreamworks. the dreamworks implementation is available for download. i have been using it as a reference implementation.

maybe someone else would like to contribute? i feel like a lone soldier sometimes.

*written with my thumbs

On Nov 28, 2013, at 6:57 PM, Vincent Fortin <[email protected]> wrote:

This is looking very promising, Steven. Hope you'll find the time to expand the toolset!

I'll be happy to test. And in case you need inspiration:
http://pages.citebite.com/n2g3k8p3p1pak

:-)


On Thu, Nov 28, 2013 at 3:19 PM, Chris Marshall <[email protected] > wrote:
Thanks Steven,
Well I'm going to try getting some 3d prints made and will try both methods. Your way is quickest, but the files are big if I try and keep sharper detail. The alternative which I now have working is to break the 3000 cube model into its individual pieces using Joeys plugin, then Boolean them all back together using a script supplied by Peter B. This is a much slower method when dealing with so many cubes, but it works and generates files that are much smaller.
Thanks again for your input.




On 28 November 2013 19:20, Steven Caron <[email protected]> wrote:
if you need those perfect edges from the original cube then booleans will probably be your best bet. otherwise using my custom ice nodes you can decrease the voxel size a lot (increasing total voxels) and use the 'adaptivity' parameter on the volume to mesh node to reduce the density to something manageable.


On Thu, Nov 28, 2013 at 5:29 AM, Chris Marshall <[email protected] > wrote:
Thanks Peter, much appreciated. I shall give it a go and report back.
Cheers



On 28 November 2013 12:49, <[email protected]> wrote:
as matt said, first separate each polygon island.
there are some scripts out there that do this, but worst case: select with polygon island filter, then extract and so on.

then boolean all of them one at a time - in the top right of the image I attached, was the line of vbscript I used for this:

for i = 1 to 71
ApplyGenOp “BooleanGenUnion”, , “polymsh” & i – 1 & “;cube” & i, 3, siPersistentOperation, siKeepGenOpInputs
next

It expects there to be a series of objects named cube1, cube2,... (select all your extracted meshes, alt+enter for a multippg and rename them – they should now have sequential names) and a series of objects polymsh0, polymsh1,... which are the results of each boolean. it’s not very smart for naming, so create the first boolean by hand, duplicate it and name it polymsh0. Now it should find all subsequent booleans which will be named polymsh1,polymsh2 and so on - that get created by the script.

it runs a few seconds and the very last polymsh should be the result of all booleans, *if nothing went wrong*.

If it has only part of the objects, that’s because somewhere along t he line a boolean didn’t work – and resulted in an empty mesh. So find the last one before the empty one, and boolean them by hand.




From: Chris Marshall
Sent: Thursday, November 28, 2013 12:30 PM
To: [email protected]
Subject: Re: skin lots of cubes

OK I accept that, it's not ideal but it's a solution. I'd rather get the result you have with the multiple booleans / hard edges, which is what I was after, but how are you doing it?



On 28 November 2013 11:26, <[email protected]> wrote:
I’m kind of with Matt on this.
If it’s simple cubes and no rounded corners you’re after, booleans would do.

see the attached, the middle one is a scripted boolean between 70 cubes. Nothing so fancy as what Matt suggests – just a boolean between two cubes, then a boolean between the result and a third cube and so on.

I was surprised to see that you can get something acceptable with rounded corners even, depending on how demanding you are. the one on top has the rounded corners shader - which unfortunately only considers the convex angles. the one below has a rounded bevel on all edges – so concavities are treated as well – but there are some nasty spikes.

Booleans generate less than ideal topologies for working with – doin g smooth deformations on top of all of this will be troublesome.

From: Matt Lind
Sent: Wednesday, November 27, 2013 7:25 PM
To: [email protected]
Subject: RE: skin lots of cubes

Couldn’t you separate by polygon island, Boolean, then re-merge?



That much could be scripted without too much trouble as you could do a distance search between cubes to know which cubes should be Booleaned with each other. You could script it to Boolean while merged, but that would require a little more work in the form of the algorithm.



Matt







From: [email protected] [mailto:softimage- [email protected]] On Behalf Of Chris Marshall
Sent: Wednesday, November 27, 2013 7:01 AM
To: [email protected]
Subject: skin lots of cubes



Hi All,

After managing to get a frozen poly mesh from hundreds of ICE cubes, what I need to do now is perform something like a boolean union on them all (though they are a single merged polygon), a bit like polygonizer but without the round corners. Any tools out there that could do that?



Thanks

Chris






--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk




--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk





--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


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