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From: James (JFH)
11 Apr 2020   [#170]
connectPts Node

This node proposal would be analogous to and based on Michael's script found here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2749.56

Happy Easter Everyone!

James
https://www.instagram.com/nodeology/

Image Attachments:
connectPtsNode.gif 


From: wayne hill (WAYNEHILL5202)
16 Apr 2020   [#171]
New ExtendSrf Node release:

ExtendSrf is based on Michael Gibson's script:
https://moi3d.com/forum/index.php?webtag=MOI&msg=9747.7

Thank you Michael!

Copy the ExtendSrf.js to the directory:
C:\Users\<UserName>\AppData\Roaming\Moi\nodeeditor\nodes\extensions

I would like to thank James for helping out with testing.

This is great way to divide solids into faces and shrink spacing between.

Wayne

Edit: Updated node
From: Frenchy Pilou (PILOU)
16 Apr 2020   [#172] In reply to [#171]
A sort of ExplodeMove ?
From: wayne hill (WAYNEHILL5202)
17 Apr 2020   [#173] In reply to [#172]
More like an additive and retraction of the face edges without changing location. Michael described it as a surface offset.





From: Frenchy Pilou (PILOU)
17 Apr 2020   [#174] In reply to [#173]
Excellent!
From: James (JFH)
17 Apr 2020   [#175]
Hi All,

It is a bit of an unusual method, but using Wayne's new node,
and using a sphere as a starting point, it's possible to form a compound
curved surface of the shell of a chair.



Thanks Wayne for your most recent contribution.
I'm hoping that coding nodes is a good technique to staving off cabin fever,
& we are it beneficiaries.

James
https://www.instagram.com/nodeology/

Image Attachments:
extendSrfChairShell.jpg 


From: Frenchy Pilou (PILOU)
17 Apr 2020   [#176]
That's magical thing!
From: James (JFH)
29 Apr 2020   [#177]
BranchStructure node

The proposed node would generate venation patterns from seed points branching out to leaf points (attractors) using the "space colonization" algorithm.

Daniel Shiffman has done a coding challenge that serves as a good introduction to the method:
https://www.youtube.com/watch?v=kKT0v3qhIQY

Another good resource is Jason Webb's "Modeling organic branching structures with the space colonization algorithm and JavaScript" :
https://medium.com/@jason.webb/space-colonization-algorithm-in-javascript-6f683b743dc5

He demonstrates the difference between "Open versus closed venation" which is an option I have include in the info panel. The other option I have included is 2D vs 3D. 3D would work similarly, however with branches attracted to leaf points in 3d space, making possible the generation of natural forms such as tree, coral etc. This may be something that is left for later development.





James
https://www.instagram.com/nodeology/

Image Attachments:
branchStructures.jpg 


From: James (JFH)
24 May 2020   [#178]
Hi All,


I have already alluded to this here:http://moi3d.com/forum/index.php?webtag=MOI&msg=9810.10 but in terms of implementation, rather than the generalised approach it may be better to have a purpose built "Reaction Diffusion" node.

React-Diffusion node

I am proposing a node that operates analogous to online app by @pmneila https://pmneila.github.io/jsexp/grayscott/

For our purposes the output would only need to be black and white, which hopefully would reduce the complexity of the coding. The proposed node would, similarly to Wayne's imgSampler convert greyscale to heightmaps, however instead of importing an image, it would be generated via an algorithm (grayscott) within the node.

Since this algorithms produce an evolving animated image there is a need to pause evolution at a desirable point so I have included an input for 1 to play & 0 to pause. There may be a more elegant solution of the inclusion of menu option in the info panel, or perhaps ideally a button on the node, itself.

I'm not sure if this is even possible without the addition of external js libraries. (I note that in the code for the online app link above that it imports three.js)
James
https://www.instagram.com/nodeology/

Image Attachments:
react-Diffusion.jpg 


From: bemfarmer
24 May 2020   [#179] In reply to [#178]
Viewing page source yields: https://github.com/pmneila/jsexp

- Brian
From: wayne hill (WAYNEHILL5202)
13 Jun 2020   [#180]
Playing with a new node conversion of Max Smirnov's cloth script that he converted from the ThreeJS engine.

http://moi.maxsm.net/files/scripts/

My first attempt in animation on the Node Editor. Much to learn from Max's script.






From: Frenchy Pilou (PILOU)
13 Jun 2020   [#181] In reply to [#180]
Does it works now with any volumes and not only a sphere ?
From: wayne hill (WAYNEHILL5202)
13 Jun 2020   [#182] In reply to [#181]
Only spheres are in the original code. Will be testing other geometry types.
From: wayne hill (WAYNEHILL5202)
13 Jun 2020   [#183]
Added node form and javascript code to message:

http://moi3d.com/forum/index.php?webtag=MOI&msg=9581.180
From: wayne hill (WAYNEHILL5202)
13 Jun 2020   [#184]
Finally releasing my ImgRGB first mentioned here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=9581.165

The rgbquant.js library limits the style layers on the image.

ImgRGB send an RGB connection to OutRGB to reassemble the image to the style layers.
The OutRGB node only works with the ImgRGB node.

Thank you to James for the on going testing of the nodes I keep sending him... :-)

Wayne

Message 9581.185 was deleted


From: James (JFH)
14 Jun 2020   [#186] In reply to [#182]
Wayne,

The cloth node is fantastic.......and mesmerising to watch.

"Only spheres are in the original code.
Will be testing other geometry types".


Although no doubt, working with other shapes would be usualful, I think your time would be better spent with the inputting of anchor points. This facility is included within Max's cloth script.

Anchoring points makes it possible to generate tent structure by setting gravity to a negative number:



I wonder if it would be easier to define, if instead of a rectangle input as you now have, it worked with a point array input (ie with MathsPoints or Points node input) In this way, the cloth point density is externally defined and anchor points selected with idSelect node.

Anyway, I know that this is no easy task, & what you done is just brilliant, I am just think about how this functionality may be integrated into the node ecosystem for procedural modelling.

Great work
James
https://www.instagram.com/nodeology/

Image Attachments:
tentStructure.jpg 


From: wayne hill (WAYNEHILL5202)
14 Jun 2020   [#187] In reply to [#186]
James,

Yes, the anchor points are a part of the code. I was excited to see the first conversion drop cloth running, it was released for testing before setting up anchor points option. Negative numbers, great tip.

A point array would work since Max is converting the plane to a grid point array. That would skip a step.

Wayne
From: James (JFH)
14 Jun 2020   [#188] In reply to [#187]
Wayne,

"A point array would work since Max is converting the plane to a grid point array. That would skip a step."

Ideally both the geometric data input and output would be point arrays, so that they delineate curves or polylines in U&V directions. Whereas curves may be lofted or networked, polylines could be polylofted. I know that this has presented difficulties with other nodes (ImgSampler), so if it is only possible to output curves, this would still be fantastic.

"Negative numbers, great tip."

Ahh! Negative gravity: this was the underlying methodology behind Gaudi's Sagrada Familia

http://www.ipernity.com/doc/jacquespfjc/13188615

Looking forward to the next beta
James
https://www.instagram.com/nodeology/
From: wayne hill (WAYNEHILL5202)
18 Jun 2020   [#189] In reply to [#188]
James,

Added the anchor index point numbers of the grid array. No error checking...
You have negative gravity :-)

Left in the error checking "file.writefile()" outputs I use to watch the program flow.

Still working on the grid array input.

Wayne

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