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Full Version: Nodebundle for playing with nodes

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From: bemfarmer
31 May 2017   [#385] In reply to [#384]
I think that that is the purpose of the nodes/extensions subdirectory, a place for "third party" nodes, but I have a lot to learn still:-)

Need to re-read Max's posts when he came out with version .85 (?)
http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.572

- Brian
From: Karsten (KMRQUS)
1 Jun 2017   [#386] In reply to [#384]
Hello Barry,

find attached a script file with comments as a object for your studies. Copy it to the extensions folder an restart moi and the nodeeditor - that's it.

Have a nice day
Karsten

Attachments:
Barrys.js


From: Barry-H
1 Jun 2017   [#387] In reply to [#386]
Hi Karsten,
thanks for the node it loads ok but doesn't hide the edges ?
I connect the selected object to it but no go.
Thanks
Barry
From: Karsten (KMRQUS)
1 Jun 2017   [#388] In reply to [#387]
Please switch under infos to visible -> no
From: bemfarmer
1 Jun 2017   [#389] In reply to [#386]
I tried out the Hide Edges node written by Karsten, and FINALLY got it to work, both with the Motor2 node, and also with Barry's bottle feed screw node,
and my model of a RH screw.

At first the node declined to work, when inserted right after get object.

The Hide Edges node needs to be inserted right before the final Output node.
Also, wire the input of Hide Edges, before connecting the output to the Output node, or a recoverable error results.

"Off" in the Node Info panel means that edges are turned off, or not visible.

Karsten, you have written a very nice node.

- Brian
From: Karsten (KMRQUS)
1 Jun 2017   [#390] In reply to [#389]
Hello Brian,

Sorry for the error - I didn't tested it already. It is only a fast draft that should show, how it is possible, to hide the edges.

Maybe someone can improve it - I haven't the time at the moment.

Have a nice day
Karsten
From: bemfarmer
1 Jun 2017   [#391] In reply to [#389]
Probably, if Hide Edges is inserted just after getting the object, other geometry nodes downstream cause edges to be re-displayed?

So put Hide Edges just before Final Output node(s).

On/Off can be changed from the Info panel, while the script is running.

- Brian

Karsten, the script is superb as is!
From: James (JFH)
1 Jun 2017   [#392]
Hi fellow Noders,

I am attempting to construct a parametric weave.
Attached are 2 failed attempts:
WeaveProto1 starts with a 3 dimensional point array with variable U & V + 2 in the W dimension, while
WeaveProto2 offsets 2 dimensional array in Z direction and bundles both arrays into a 3 dimensional array.

In both cases it was possible to selectively index weave in the WARP direction. However I was less successful with the WEFT weave (better with WeaveProto2, first row but not repeated)

Also even if the WEFT weave could be successfully indexed, there remains the issue of snipping the threads so that each row in both directions, is distinct.

Any thoughts?
James




Image Attachments:
weaveProto2.jpg 


From: Barry-H
2 Jun 2017   [#393] In reply to [#388]
Karsten,
thanks works great and having the ability to switch on or off is a bonus.
Cheers
Barry
From: Karsten (KMRQUS)
2 Jun 2017   [#394] In reply to [#392]
Hello James,

I don't have access to Moi at the moment, but a look in the file with an Editor shows me, that you used Concat2 for the Points??? Concat2 doesn't support a internal organization/grouping of pointarrays. So in my opinion, it is easier to generate 2 curves for both directions and make then a pattern of the curves. Nevertheless I will try to find some time in the evening (CET) and have a deeper look in the files.

Have a nice day
Karsten
From: James (JFH)
2 Jun 2017   [#395] In reply to [#394]
Hi Karsten,

Thank you for getting back to me.

<<used Concat2 for the Points???>>
I used Concat2 on num arrays only. The point arrays were interleaved with Test/BundleArray which works perfectly for the application.

<<it is easier to generate 2 curves for both directions and make then a pattern of the curves>>
Yes it is easier, but also more limited. Ultimately I plan to map point arrays to compound surfaces for topographic woven skin.

<<will try to find some time...and have a deeper look in the files.>>

Thanks Karsten, I greatly appreciate it.

All the best
James
From: Karsten (KMRQUS)
2 Jun 2017   [#396] In reply to [#395]
Hello James,

I have tried to maipulate the internal organization x-length and z-length of the pointarray, but the PointExt-node seems that it not support this feature/inputs at the moment. So I have to improve the node first. It is also possible to integrate the feature in the concat2-node, but that would cause wiered results with inputs of different length and wouln't help here.
The picture shows what I wanted to do:



With the xLength and zLength informations, the polyLine node can seperate the pointsequences and produces independent segments.

I will try to solve this in the next days.

Have a nice day
Karsten

Image Attachments:
Problem.png 


From: Karsten (KMRQUS)
3 Jun 2017   [#397] In reply to [#396]
Hello James,

After a deeper look into the PointExt-Node I saw, that the feature is already supported - it was my fault. I've forgot to connect yLength. Find attached an example how to solve this issue.

Have a nice day
Karsten

Attachments:
weaveProto1.nod


From: bemfarmer
3 Jun 2017   [#398] In reply to [#392]
Curve node may be used instead of polyline.
- Brian
From: James (JFH)
3 Jun 2017   [#399] In reply to [#397]
Hello Karsten,

Thank you for your help, it works perfectly.

To use the curve segments as discreet sweep rails,
it was necessary to alter your Construct2/Sweep node
changing processInOut to "Long" as shown below.

Nodes/Extensions/contruct2.js LINE 62
var data = this.processInOut("Long", this.multiProcess, null, null);

Will this adversely effect its functionality?




Hi Brian,
<<Curve node may be used instead of polyline.>>

Yes, polyline was only a stand in for the purpose of clarity.
Also, Points/InterpPts node before curve node gives a more pleasing result at thread ends.

Keep on Noding
James

Image Attachments:
weaveSweep.jpg 


From: Karsten (KMRQUS)
3 Jun 2017   [#400] In reply to [#399]
Hello James,

Yes it will effect the functionality. The node is able to process also 2 or more profiles and 1 or 2 Rails. It seems that the sweep factory uses some internal autoplacement? to distribute the profile to the rail, if this change is working for you (Just a guess - would need more details). I tried to avoid this . To distribute the profile you can use something like that:



I've chosen this way to make it possible to place also individual profiles to each rail. I don't know if this way is the right one.

Have a nice day
Karsten

Image Attachments:
sweep.png 


From: James (JFH)
3 Jun 2017   [#401] In reply to [#400]
Hello Karsten,

Yeah, I had realised that it was not necessary to alter your sweep node;
but rather just use "Long" MODE on Max's original sweep node.
I've restored your node to "Short"

Also, it's not necessary to use getCurveSFrame, if sweep profile is remote from rails.
Please find nod file attached.

Now I need to index perpendicular threads.

Thanks for your help.
James
From: Karsten (KMRQUS)
3 Jun 2017   [#402] In reply to [#401]
Yep! That's right! It's early in the morning here;-)
From: James (JFH)
4 Jun 2017   [#403]
Hello All,

Weave in both direction and wrapped over curved surface
(nod file attached)

Works with most up-to-date mod which can be found here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=8197.7

Keep on Noding
James
From: bemfarmer
4 Jun 2017   [#404] In reply to [#403]
James, you have written an interesting node!

I'll note that it took well over a minute to work on my Windows7 computer.
The result was 15508 kb.

(Reducing warp to 9 and weft to 13 ran faster, but with less detail in the result.)

- Brian

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