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Full Version: Parametric design in MoI?

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From: mkdm
8 Oct 2017   [#671] In reply to [#669]
Hi max.

I's sorry if I ping you again but I'm waiting your response before I go any further with icon designing and JS coding for the new NE ui.

My question is at : http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.670

Please, let me know.

Bye.
From: Max Smirnov (SMIRNOV)
8 Oct 2017   [#672] In reply to [#670]
Hi Marco,

>>But...in this way you've taken all the fun to coding on my own from scratch :)
>>Anyway...I'm going to use you example code as a solid base to build a new UI for that left panel.
It was just an example. :) I tried to show how your script can interact with ne kernel.

>>1) If you want, during my spare time, I can design all icons for all standard nodes of NE.
It will be great.

>> 2) I will design the icons in flat style with these dimensions :
>>Dark grey rounded box 32x32 px round radius 4px color Hex 373737.
How about HiDPI displays support? It will be better to store 64x64 icons in a node files.
You can generate 24x24 or 32x32 from 64x64 on the fly using js/html5. Also using js you can make rounded corners with any radius you want,
so you don't need draw icons with rounded corners.

In my opinion the icons should be: 64x64, straight corners, png8 (not 24).

>>3) I'm sorry but I didn't understand what you mean. Could you please be more clear ?
In the future we can store icons using our own vector format.
A workflow can be like this:
1. Draw icon using MoI
2. Using script convert the icon to string which describes all colors, lines and curves of the icon.
3. Insert string to node script
NE will render each icon every time when you start it.
From: mkdm
8 Oct 2017   [#673] In reply to [#672]
Hello Max.

I'm glad to read your reply.

@You : "...How about HiDPI displays support? It will be better to store 64x64 icons in a node files.
You can generate 24x24 or 32x32 from 64x64 on the fly using js/html5. Also using js you can make rounded corners with any radius you want,
so you don't need draw icons with rounded corners."

Ok Perfect!!

So, before coding a bunch of JS code to create my own UI for NE based on your example,
ASAP, first of all, my first step will be to draw all the icons!

So, to recap :

1) I will draw all the icons in Affinity Designer to build them in vector mode so I can easily modify them without any quality loss.
2) The icons will be exported in 64x64 PNG24 , flat, squared, with background set to Hex 373737
3) Each icons will have a centered glyph, white or two-colors, flat, no shadows, size 48x48
4) I will add the rounded corner radius with js/css to the icons squared background
5) As you said all the icons will be stored in a node files.
I will ask you an example of how do you think this node file should be done.

So, everything is fixed :)

Almost...

Because, Max, again... I think that there is a misunderstanding...

You wrote : "...In my opinion the icons should be: ...png8 (not 24)."

Why png8 ? A PNG8 is limited to 256 palette entries, while a PNG24 can have 16 million different colors.
And PNG24 will be rounded much better with js/css than PNG8 that would be pixelated.

So, I'd like to use PNG24.

I wait your final response about this last point and then I can start this new project.

Please let me know and if all is fine for you, please write "OK. YOU CAN START" at the end of your message.

I stay tuned.

Ciao!
From: Max Smirnov (SMIRNOV)
8 Oct 2017   [#674] In reply to [#673]
Hi Marco

>>A PNG8 is limited to 256 palette entries, while a PNG24 can have 16 million different colors.
Yes, I know :) 256 colors will be enough for a flat design icon, and png8 about 30% smaller than png24.
Each 64x64x24bit icon will be about 2kB in base64.
But at the moment it doesn't matter.
Let's make png24 icons.

:))
OK. YOU CAN START
From: mkdm
8 Oct 2017   [#675] In reply to [#674]
Perfect! Thanks.

I will create the very first icon and for the moment I will put it into your example code, just to see how things go.
Then I will show you the result and if all will be fine I will create all other icons, coded in Base64 and placed into a specific node file.

We'll catch up :)

Ciao!
From: Mike (MGG942)
8 Oct 2017   [#676]
Stuck.

I'm trying to run 0.97 in Windows 10 latest version.

Node Editor comes up OK with all the normal buttons New, Load, Save, Apply Run, Step.

And all is well if I load the attached file strainer 01.nod


But, when I load either strainer 02.nod or strainer 03.nod all the buttons are blanked out except New, and Load.

I suspect that I've created this problem by trying to use the RMB copy and paste function with the Macro feature the wrong way.

Anyway out of this mess outside of starting again?

And is there a specific order order in which the RMB copy/paste/macro system should be used?

Mike.

EDIT.
Tried strianer 03.nod in 0.96 no good.
Tried in 0.95, buttons back so could run and save. Saved with new name but still no good when loaded into 0.97. No Run, no Save.

Attachments:
strainer 01.nod
strainer 02.nod
strainer 03.nod


From: Max Smirnov (SMIRNOV)
9 Oct 2017   [#677] In reply to [#676]
Hi Mike

Nodeeditor blocks Save/Load/Run function when you load nod-file with missed nodes.
02 and 03 contains PatternSelArray node. Install extension file with this node or remove it.
From: Karsten (KMRQUS)
9 Oct 2017   [#678]
Hello Max,

small bug in Logic/Compare a<>b should a!==b.

Thanks in advance!

Have a nice day
Karsten
From: Max Smirnov (SMIRNOV)
9 Oct 2017   [#679] In reply to [#678]
Hi Karsten,

<> is most common sign, so it's OK.
From: Karsten (KMRQUS)
9 Oct 2017   [#680] In reply to [#679]
Yep! You are right -my fault - while testing I've maybe forgot to press run:-)
Have a nice evening
Karsten
From: Mike (MGG942)
9 Oct 2017   [#681] In reply to [#677]
Thanks, Max.
From: bemfarmer
11 Oct 2017   [#682]
Unreal engine has a node editor.

https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Nodes/

- B
From: mkdm
11 Oct 2017   [#683] In reply to [#682]
Hi bemfarmer.

Unreal engine cheated Max!!

:) :)
From: James (JFH)
13 Oct 2017   [#684]
Hi Max and other Noders,

It would be useful to have an additional widget: a simple 2 state Switch,
that would output either 0 or 1 by clicking on the body of the node.
(Dialling between 0&1 with Knob, now the best option, is an awkward interaction.)

Such a node could be used to good effect in, for example, Al's most recent experiment:

http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.625



Moreover, several nodes would benefit from accepting boolean input.
This has become even more pertinent since the arrival of Macros, because
unlike regular .nod files, they require a high degree of universality.

See attached illustration of its use


Additionally, switch node may just be deployed simply to change the numerical value of a variable.
eg to nullify by multiplying with a part of an equation within parentheses


Your thoughts?
James

Image Attachments:
Switch.gif 


From: mkdm
14 Oct 2017   [#685] In reply to [#684]
Hi James!

@You : "...It would be useful to have an additional widget: a simple 2 state Switch,..."

+1 For this idea!

I've also another idea, that I have developed some times ago in one of my old Utility nodes (actually I don'r remember which..)

The idea is having for every node, or at least for each node where this thing make sense,
a "on/off switch" that should act as a "pass-trought".

I mean.
When the switch in "ON" then the node will output the data based on its internal code. This is the normal mode.
When the switch in "OFF" then the node will simply output the input data, without making any elaboration.

This could be very useful for example when i simply want to "exclude" the elaboration made by a node,,
while maintaining the whole "node-chain".

I don't know if I made myself clear.

Now, I don't have time to explain better but ASAP I will post an example of what I'm talking about.

Have a nice day to everyone!
From: Karsten (KMRQUS)
14 Oct 2017   [#686] In reply to [#685]
Hello Marco,

Logic/split is the switch you are looking for - you only need the button.

Have a nice day
Karsten
From: vknw123
14 Oct 2017   [#687] In reply to [#686]
how to mirror the result. along the X axis?

Image Attachments:
Screenshot_1.png 


From: Karsten (KMRQUS)
14 Oct 2017   [#688] In reply to [#687]
Hello vknw123,

difficult to say - do you use additions. I can't see the details of the picture. Is it possible to send the file?

Have a nice day
Karsten
p.s. It's maybe someting for a native speaker.
From: Max Smirnov (SMIRNOV)
14 Oct 2017   [#689]
Hello

About year ago I've made a nw.js version of the nodeeditor. I wrote it for my work. There was buttons, switches, valves, fans etc. I can easylly convert switch and button nodes for using with MoI





From: vknw123
14 Oct 2017   [#690] In reply to [#688]
Karsten (KMRQUS),
I need to reflect, because not always the object is the same along the Y axis

Attachments:
lodka.nod

Image Attachments:
Screenshot_2.png 


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