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From: BurrMan
Hi Mo,
Heavy! Nice results!!!
“Inverse mode”?
Not that i can do what you are doing, but just a heads up. MoI uses “Flip” as the normal direction modifier.
Flip.js????
From: MO (MO_TE)
Hi BurrMan
Thanks, I couldn't make it work with "Flip" factory, But somehow managed to do it.
It's not perfect but it works ! :)
From: MO (MO_TE)
"surfaceNormals" node
Outputs the normals of the surfaces in 2 methods.
method 1: Faster, better flow ==> by using normal output
method 2: Slower, more reliable ==> by using "Dir" and "Base" outputs
"Dir" and "Base" can match with "vector/LinebyVec" node and "Points2/GetCrvSFrame" node to generate normals.
inputs:
surface/surfaces
u and v divisions
outputs:
Dir: direction of the normal.
Base: points on the surface.
Normal: surface normals
address:
Points/SurfaceNormals
updates :
Unified Normals option added
Rebuild Surface option added
Invert mode added
Small improvements :)
Instruction file attached
Attachments:
SurfaceNormals.js
SurfaceNormals_Instruction.nod
From: Barry-H
Hi Mo,
I can't run your instruction nod because I don't have the Box Center nod.
Can you please post the js file that contains it please.
Cheers
Barry
From: James (JFH)
Thanks MO for surfaceNormals node and instructional NOD file.
I have been experimenting and have found a possible bug with displaying normals of poly loft surfaces (NOD file attached).
Similarly if you use "Base" pts for locating objects (eg a sphere) the result is spheres bunched up in the same plane as the normal arrows.
Initially I thought it may be that all the facet were untrimmed surfaces, but this did not turn out to be the case.
I'm not sure what it could be...
Any thoughts?
James
https://www.instagram.com/nodeology/Attachments:
SurfNorm.nod
Image Attachments:
SurfNormPolyloft.jpg
From: MO (MO_TE)
Hi Barry
See attached file :)
James
It's interesting.
I extracted edges of a surface and made a new surface with network command and it worked.
I need to check that more.
Attachments:
wnSolids.js
From: Barry-H
Hi Mo,
thanks working now.
Barry
From: MO (MO_TE)
James
I checked your .nod file and tried different ways but the result wasn't what I expected.
I think this situation is something like the one I had earlier :
https://moi3d.com/forum/index.php?webtag=MOI&msg=9581.313
Quote from Michael:
quote:
Stepping by even distance amounts in parameter space does not necessarily yield even distances in 3D space, the parameter space may be squished or stretched in relation to 3D space. For an extrusion if you had uneven spacing in the control points of the curve being extruded that will have that type of squishing or stretching in it.
anyway, I've written a small node to solve this problem.
"QuadRepatch" node
Gets quad and triangle trimmed surfaces and regenerate them with "merge" and "network" commands.
Use it before "surfaceNormals" node.
address:
Construct2/QuadRepatch
Attachments:
QuadRepatch.js
From: James (JFH)
Thanks MO,
QuadRepatch.js did the trick.
I don't think I have encountered this issue before.
Could the code be incorporated within subD/polyLoft node?
James
https://www.instagram.com/nodeology/Image Attachments:
normCubes.jpg
From: MO (MO_TE)
Hi James
quote:
I don't think I have encountered this issue before.
It's because "evaluatePoint()" and "evaluateNormal()" functions work with uv parameter space not 3d space.
You need to keep the spacing of surfaces' control points even. Using "QuadRepatch", "Network" or "rebuildcurve" node.
This is possible to integrate "QuadRepatch" code inside "PolyLoft" node,
But I think it's better to keep using "QuadRepatch" node.
As you see in the attached image, "Extrude", "Loft" and "Sweep" nodes cause the same issue as well.
And I'm not sure how many nodes like them need to modify.
From: Psygorn (DRILLBIT)
Hello All,
Is it currently possible to get nodes from direct modeling in MOI? something like what Nick does here:
https://www.youtube.com/watch?v=Axtxwt9-gww&t=20s
I think this ability could be quite useful because I think you can make node Kitbashes very easy.
I am not sure if Nick's elephant is compatible or is working anymore because it seems he has abandoned it. Anyway here is his Git repository:
https://github.com/nkallen/elephant
From: Frenchy Pilou (PILOU)
He don't develop anymore but you can use that he previous made!
I believe that will work with the principal native " functions" of the V4 !
From: Psygorn (DRILLBIT)
Hi PILOU,
I know he stopped developing it further.
What I mentioned is a kind of wish! ( because it is a Node Wish List topic) :-)
I wish I can see something similar (or even better and more robust).
From: Frenchy Pilou (PILOU)
I am not sure he will make that...he is full time at it's own Nurbs prog for the next years! ;)
From: Psygorn (DRILLBIT)
;)
From: MO (MO_TE)
Hi
I've updated "SurfaceNormals" node.
Rebuild Surface option added.
No need to use "QuadRepatch" node :)
Link:
https://moi3d.com/forum/index.php?webtag=MOI&msg=9581.321
From: James (JFH)
MO,
Rebuild Surface option is a great addition to your node,
however is there a way to ensure that the rebuilding maintains the orientation of the original surfaces?
If you look at image below, the combination of "Join" & "separateObj" (green nodes) should unify normals (if not already), however the resulting vector array is not directionally consistent.
James
https://www.instagram.com/nodeology/
PS: I had assumed that "INVERT" option would flip the surface normals, but it does not appears to have that effect. Is it doing something else?
Image Attachments:
polyLotNormals.jpeg
From: MO (MO_TE)
James
I didn't know that "join" and "separate" commands can unify normals. Thanks you for your comments.
It's good to see a problem from different perspectives. Like the "Invert" mode that I was rotating normals around their "y" axis. (BurrMan mentioned "flip" factory but I didn't get it)
I've added a third option to the "RebuildSrf" drop-down menu. ( Still has some bugs)
quote:
is there a way to ensure that the rebuilding maintains the orientation of the original surfaces?
I'm not sure how to do that. That's why I've added the "Invert" mode. :)
I also changed the "Invert" mode so it flips the surfaces instead of rotating the normals.
Link:
https://moi3d.com/forum/index.php?webtag=MOI&msg=9581.321
From: Frenchy Pilou (PILOU)
Does your nodes of normal orientation work with only one surface selected or several surfaces in the same time ?
From: MO (MO_TE)
Hi PILOU
It works with multiple surfaces. :)
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