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