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Full Version: Node Wish List

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From: Psygorn (DRILLBIT)
18 Dec 2021   [#242] In reply to [#241]
Hi Brian,

I asked James directly about the problem however, I'd be happy if you take a look at it too.

you can find the .nod file here: https://moi3d.com/forum/index.php?webtag=MOI&msg=9476.466
From: wayne hill (WAYNEHILL5202)
19 Dec 2021   [#243]
Here are my latest versions. Yes, the original Voronoi conversion was limited to 100 objects. Updated to 1000.

Wayne Hill

Attachments:
qhull3d.js
randompts.js
Vector3d.js
voronoi.js
_qhull3d.js


From: Psygorn (DRILLBIT)
15 Jan 2022   [#244]
Hello all,

Could we have a search ability within Nodeeditor? (like blender when we press F3 a search window pops up)

Also when doing right-click to find a node could we have the opened windows open until we click on empty space?
From: WN
16 Jan 2022   [#245] In reply to [#244]
"Could we have a search ability within Nodeeditor?"

That's all that's implemented.

Image Attachments:
1.png 


From: Psygorn (DRILLBIT)
16 Jan 2022   [#246] In reply to [#245]
Dear WN,

Yes I have already seen that but I meant something like search ability inside blender3D ( I don't know if you have seen it or not)

Inside Blender3D if you press F3 (a default hotkey for search within Blender3D) I meant something like that! (And I know it may sound a bit odd but somehow I miss that ability when I work with Nodeeditor)
From: WN
16 Jan 2022   [#247] In reply to [#246]
Psygorn, I agree with you but there is no such thing in this program.
From: Psygorn (DRILLBIT)
16 Jan 2022   [#248] In reply to [#247]
ok, :-)

But could it be made for it? because this thread is called "Node Wish List"
From: Michael Gibson
16 Jan 2022   [#249] In reply to [#248]
Hi Psygorn,

re:
> But could it be made for it?

I would think that it's possible if someone dedicates a lot of time and effort on it.

At the moment it's not really being actively developed by anyone so it's not too likely though.

- Michael
From: Michael Gibson
16 Jan 2022   [#250] In reply to [#248]
If you like the node approach to making geometry you might want to check out the Grasshopper system in Rhino, it's more mature and has more dedicated development resources on it.

- Michael
From: Psygorn (DRILLBIT)
17 Jan 2022   [#251] In reply to [#250]
Yes Node approach is interesting :-)

However, I do not have Rhino at the moment and I love MOI over other CAD modelling tools. So, I think I will wait (for developers to develop more features on Nodeeditor)

And thank you for your reply.
From: Frenchy Pilou (PILOU)
17 Jan 2022   [#252] In reply to [#251]
Else you have this free Nodes prog online :)
https://cables.gl

From: Psygorn (DRILLBIT)
18 Jan 2022   [#253] In reply to [#252]
Interesting! and this online Nodes prog could export too?
From: Frenchy Pilou (PILOU)
18 Jan 2022   [#254] In reply to [#253]
I suppose yes! ;)
"Easily export your piece of work at any time. Embed it into your website or use it for any kind of creative installation."


From: Psygorn (DRILLBIT)
20 Jan 2022   [#255] In reply to [#254]
Ok, thank you for the link.
From: wayne hill (WAYNEHILL5202)
11 Mar 2022   [#256]
I am attempting to simulate the Explodemove of two Voroni patterns extruded as Pilou's demo below, but with a new node on the NE (node editor, elephant some call).

Ref:
http://moi3d.com/forum/index.php?webtag=MOI&msg=10470.4

The problem that is happening with my NE code is, everything is exploding when it should stay as a solid when moved.

If the objects are defined and applied, then the explodeMove is executed from the command line, it works fine.

The factory API for explodeMove is being guessed at by trial and error. Mostly error.

factory('explodemove', objects, distance, point);

Is there an additional parameter that says to keep the objects solid and not explode?

Thank you,
Wayne

Attachments:
explodeDemo.nod
ExplodeMove.js


From: wayne hill (WAYNEHILL5202)
11 Mar 2022   [#257] In reply to [#256]
Here are the differences between the two results.

The command line keeps all the objects together.
The NE code takes all the solid objects and separates them.

Image Attachments:
Explode with CommandLine.gif  Explode with NodeEditor code.gif 


From: Michael Gibson
11 Mar 2022   [#258] In reply to [#256]
Hi Wayne, inputs for the ExplodeMove factory go like this:

Index 0 : "Objects" - object list of objects to explode.
Index 1: "Scale factor" - numeric value for scale factor.
Index 2: "Origin" - optional origin point for scaling.

- Michael
From: wayne hill (WAYNEHILL5202)
11 Mar 2022   [#259] In reply to [#258]
Hi Michael,

Thank you for the quick reply. The input parameters you provided are as expected. This leads to additional code is required to filter the objects types and keep the closed objects together. Back to coding...

Thank you,
Wayne
From: bemfarmer
13 Mar 2022   [#260]
Draft of a 3D log spiral node.
For 2D, set zFactor to zero.
This is just an alpha version with little testing.
I want to add arcLength output...
(Code came from powerConeSpiral script.)

- Brian

Attachments:
LogSpiralALPHA.zip


From: wayne hill (WAYNEHILL5202)
13 Mar 2022   [#261] In reply to [#257]
Ok, I had to do some deep searches for an answer to my problem. Found the solution to my objects exploding in a rarely referenced documentation by Max Smirnov.

Here he explains the essence of the multi-Process syntax for a node setup:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.395

My solution is to simply add a + to the Long mode so the array is processed as one element.

Wow, Thank you Max for that post!

Wayne

Attachments:
ExplodeMove.js


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