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Full Version: Nodebundle for playing with nodes

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From: Mike (MGG942)
29 Aug 2017   [#500] In reply to [#498]
Thanks, James.
Hopefully in time the entry fields will be fully operational thus removing a source of confusion for those wanting to write a stripped down nod.
In the meanwhile the work around is, as you pointed out, one that has benefits.
Mike.
From: Mike (MGG942)
31 Aug 2017   [#501] In reply to [#497]
Brian, as an exercise I've made a nod based on the 4 variants that you posted for Hyperbolic Paraboloids.
The nod uses the same variable as you posted using discrete inputs to Points/MathPts as James advised and displays all four variants together.
The slider is limited to one decimal place so to get a value of A of 1.618 (as you had) it is necessary the disconnect the slider and to enter 1.618 directly into the A input field in Points/MathPts - which does work as expected (B and C don't).
I did think of making the spacing of the outputs on the screen automatic but concluded that it would make a very confusing nod so I opted to make the spacing manually adjustable via a knob.
The output is 4 solids through the use of Construct/Extrude with a distance of 0.01mm.
Please check that the outputs look right to you.
Thanks, Mike.



Attachments:
Hyperbolic paraboloid 4.nod

Image Attachments:
Hyperbolic paraboloid 05.JPG 


From: Mike (MGG942)
31 Aug 2017   [#502] In reply to [#498]
Hi, James.

Seems to me that the A input field does work in Points/MathPts - as long as there is nothing connected to the A, uh, input button.

Mike.
From: bemfarmer
31 Aug 2017   [#503] In reply to [#501]
Visually, the node looks good.

In the Info panel, the slider "digits" can be increased. The slider can display at most 2 decimal digits, in the current range.
So digits could be increased to 3, but only 2 are displayed in the slider.
It looks like the slider shows as most 2 decimal digits, with the 3rd decimal rounded to two decimal digits.

It is possible to easily edit the interface.js file so as to display more decimal digits in the slider, but I will leave it alone.
There are range limitations to the # of digits displayed, as well.
- Brian
From: Mike (MGG942)
31 Aug 2017   [#504]
A trivial 'real world' nod to produce a printable circular funnel.
As an example I've chosen sizes to match a funnel I made some years ago to facilitate loading peppercorns into a pepper grinder.


Attachments:
funnel circular.nod

Image Attachments:
funnel circular.JPG 


From: speedy (AL2000)
1 Sep 2017   [#505] In reply to [#504]
Welcome to the Elephant
World...... Mike.
Perhaps, for such a simple object, I think that,
start with a profile, then create a revolution
is the best method ....
Maybe many less Nod ???? ...
In every case appreciable
best
al
From: Karsten (KMRQUS)
1 Sep 2017   [#506] In reply to [#504]
Hello Mike,

it makes me happy to see the different aspects of the application. Especially when the results will end in real world parts. Methods and complexity will automatically increase. And used in the right place, productivity will also increase:-)

Have a nice day
Karsten
From: Mike (MGG942)
1 Sep 2017   [#507] In reply to [#505]
Thanks for the suggestion, Al, I'll think about it.
Mike.
From: Mike (MGG942)
1 Sep 2017   [#508] In reply to [#506]
Thanks, Karsten. I have plans to increase complexity by making a nod for a 'universal' funnel. That is, a funnel that has square round elements.
Mike.
From: James (JFH)
1 Sep 2017   [#509] In reply to [#506]
Hi Karsten,

I am happy to see you back on the forum & hope you are well.

I wonder if you wanted to have a play around with something node-wise,
if you could have a look at extending your text node, so that it could be utilised
for numbering pt arrays as per my earlier posts:

http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.448
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.453

This would be a real boon for the more complex indexing of arrays.

If you could, I would be forever in your debt!

James
From: Mike (MGG942)
1 Sep 2017   [#510]
A more ambitious - and complex - funnel nod. The 'universal funnel'.
This nod is based on rounded rectangles so the top, middle and bottom sections can be rectangular, square or round.
Mike.



Attachments:
funnel universal 02.nod

Image Attachments:
funnel universal 02.JPG 


From: Karsten (KMRQUS)
3 Sep 2017   [#511] In reply to [#509]
Hello James,

it is a little bit complicated to integrate the functionality into one node, possible, but not useful in my opinion - so I made a additional one. Please test it and give a feedback.




Have a nice day

Attachments:
Numbers.nod

Image Attachments:
numbers.png 


From: Mike (MGG942)
3 Sep 2017   [#512] In reply to [#511]
Hi, Karsten, looks wonderfully good to me.

Tiny, tiny typo in both the Numbering and Text nodes you have the label 'Bolt' - should of course be 'Bold'.

Mike.
From: Mike (MGG942)
3 Sep 2017   [#513]
Another perhaps useful nod. Bottle square or round.nod
The output is five solids. I left them separate rather than using 'Union' inside the nod as I thought that the output would be slightly more convenient in that form, though I'm having second thoughts as I type this!

Below shows that sort of bottles that can be produced with the nod. It will not generate oval bottles.
NOTE that the neck is plain - required threads or bead have to be generated separately.
Mike.



Attachments:
Bottle square or round.nod

Image Attachments:
Bottle square round 07.JPG 


From: Karsten (KMRQUS)
3 Sep 2017   [#514] In reply to [#513]
Hello Mike,

it looks like you're having fun:-)

and thank you for your note. I'm not a native speaker, so any improvement is welcome. Here is a corrected version.

thanks and have a nice day
Karsten

Message 7777.515 was deleted


From: Mike (MGG942)
3 Sep 2017   [#516] In reply to [#515]
Thanks for the warning, James.
Mike.
From: Mike (MGG942)
5 Sep 2017   [#517]
Hi, guys, is there a simple way of getting the x,y,z values of the last point calculated by MathPts?

Mike.
From: James (JFH)
6 Sep 2017   [#518] In reply to [#517]
Hi Mike,

>> x,y,z values of the last point calculated by MathPts <<

MathPts "f(uv)"input into "InPts" ArrayExt/idxSelect node
Multiply Unum X Vnum minus 1 for input into "idx" on ArrayExt/idxSelect node
then "Out" input into Points2/splitPt to get x,y,z values.

An alternative is to use ArrayExt/ArrayFlipper to idSelect with index of 0

If this does not make sense, upload your file & I modify it

Cheers
James
From: Mike (MGG942)
6 Sep 2017   [#519] In reply to [#518]
Thanks, James. That's certainly a more elegant method than the work around I was using.
However... right now it's not giving quite the same result. I'll try and figure out where I've gone wrong tomorrow.

Mike.

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