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Full Version: Parametric design in MoI?

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From: Karsten (KMRQUS)
18 Apr 2016   [#179] In reply to [#178]
Hi Ken,

I had another look to these stuff. It seems to be a finite difference or a finite element analyse behind the algorithm!?!
From: Max Smirnov (SMIRNOV)
18 Apr 2016   [#180]
New nodes and features


Karsten,
Cool! I'm really impressed!

Ken,
Yes, it can be implemented to my subd script. I'll think about it later. Right now I need to finish this NodeEdit project.
From: guyver (DAVGIAN)
19 Apr 2016   [#181] In reply to [#180]
It's possible to make someting like this ?
http://www.cs.berkeley.edu/~sequin/SCULPTS/scherk.html

http://www.cs.berkeley.edu/~sequin/GEN/
From: bemfarmer
19 Apr 2016   [#182] In reply to [#181]
Hi Guyver

There are two Scherk scripts on the forum. (Search for +Scherk)

http://moi3d.com/forum/index.php?webtag=MOI&msg=6524.1

- Brian
From: bemfarmer
20 Apr 2016   [#183] In reply to [#182]
After considerable manipulation a 4 hole Scherk2 surface was created from the basic uv curves.
Only one quadrant of open curves was used. The ends were connected with a through point curve, and then mirror and revolve to get 4 sets.
The through point curves were blended 4 times, and the 8 curves joined. Then network worked quickly. A 3 point circle trimmed the rounded ends.
Vertical copy and revolve of the surface enabled join to work.

Attachments:
ScherkExample4_15.7z

Image Attachments:
Scherk2_4hole.png 


From: Max Smirnov (SMIRNOV)
23 Apr 2016   [#184]
The work goes faster than estimated. A lot of bugs fixed. A lot of small improvements added.
First beta will be today evening.
From: Frenchy Pilou (PILOU)
23 Apr 2016   [#185] In reply to [#184]
Suspense! :)
From: Karsten (KMRQUS)
23 Apr 2016   [#186] In reply to [#185]
It will be a long, long night ...
From: Michael Gibson
23 Apr 2016   [#187] In reply to [#184]
Sounds great Max, thanks very much for sharing it!

- Michael
From: Max Smirnov (SMIRNOV)
23 Apr 2016   [#188]
First beta of the nodeeditor :)

Main change:
- The Frame and Point types replaced with the PointArray type. This new type supports 3d arrays of points. For each point you can set x-y-z coordinates, three rotation angles, scale.

Other changes:
Added powerful Math nodes (Basic/Math and Arrays/GenArray)

Now you can add and remove optional input/output slots (right click on a node title to add slot, right click on a slot to remove it)

More intelligent selection tools
You can use shift+left mouse button or middle mouse button to select multiple nodes. Now you can easily move them around. Multiple delete doesn't work at the moment.
Slider and Knob nodes doesn't steal focus anymore when you use them.

You can use mouse wheel to zoom in and out

Added math support for property input fields. For example, you can set variables: a: -pi, radius: 2*pi+10 etc

Visual bugs fixed
From: James (JFH)
23 Apr 2016   [#189] In reply to [#188]
Thanks Max
Fantastic work!

- James
From: Karsten (KMRQUS)
23 Apr 2016   [#190] In reply to [#188]
Hello Max,

after a quick test - excellent! Everything seems to work. Another Masterpiece!

Many thanks!
Karsten
From: guyver (DAVGIAN)
24 Apr 2016   [#191]
Amazing
Thanks
From: mkdm
24 Apr 2016   [#192] In reply to [#188]
Hi Max,

I'm very pleased to know that your NodeEditor project is still under developing...

Thank you very much for your efforts and for the not ordinary quality of your plugin!
It's something like a very precious pearl, in moi's treasure chest.

I never seriously played with your plugin, so i decided to begin.

At the moment i have just a few questions.

For example, just to begin with some simple tests, i wondered what are the steps needed in order to create a "pointarray" object.
I mean...i see that the "Curve" object requires a "pointarray".
So, how generate this kind of object, starting, let's say, from a selection of point objects ?

Thanks again for your great work and have a nice day.

Marco.
From: Max Smirnov (SMIRNOV)
24 Apr 2016   [#193] In reply to [#192]
Hi Marco,

At the moment I wrote just a core engine of this node system. First beta version has been released, but most of the functions are still unavailable.
Now we need to write nodes. Karsten already wrote a lot of nodes which we can use with the new version. Wait for a while.

>>So, how generate this kind of object, starting, let's say, from a selection of point objects ?
Right now only three nodes can create a pointarray objects: GenArray, Point and FRotate.
From: Barry-H
24 Apr 2016   [#194]
Hi Max,
I notice that we can now zoom in and out which is excellent.
I'm running MoI on a Surface Pro 4 and the Node Editor UI is a bit to small for my old eyes.
Is it possible to enlarge the UI for high definition Monitors.
If not no problem can work with Windows 10 magnifier.
Many thanks for sharing your work it's keeping my old brain active.
Cheers
Barry
From: mkdm
24 Apr 2016   [#195] In reply to [#193]
Hi Max,

Thank you for your prompt reply.
I will try to use some of Karsten'nodes while waiting of your upgrades.

From a software developer to another one, my congratulations for the results of your efforts.

Marco.
From: Max Smirnov (SMIRNOV)
24 Apr 2016   [#196]
Hi Barry,

Extract litegraph-editor-hd.zip file to nodeedit/css folder (overwrite the old css-file)
Also extract moi-litegraph.0.41.zip to nodeedit/core folder to enable >1 zoom levels.
From: Barry-H
24 Apr 2016   [#197]
Hi Max,
many thanks it's great.
Barry
From: BurrMan
24 Apr 2016   [#198] In reply to [#190]
Karsten,

""""""""""""after a quick test - excellent! Everything seems to work. Another Masterpiece!""""""""""""""""""

Apparently all your existing nodes need to be re-written?

They all error out for me on new node system. Just to be clear.

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