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Full Version: Node Wish List

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From: mkdm
29 Nov 2019   [#34] In reply to [#32]
Hello Michael. Good to hear you again :)

"Hi Marco, yes unfortunately there are only 24 hours in a day..."

I understand and respect your choice because I know very well the hard life of a software developer and of a "one man" company :)

And unfortunately this is a big limitation in some situation.
It's a situation that have its strength and weakness.

I know very well...it's part of my life too.

I only wanted to say that it's really a pity that a MAGNIFICENT and AMAZING duo like Moi and Max's scripts (above all Node Editor) can't live a shared "story".

I always thought that bringing Node Editor and all Max's SUPERB scripts into the CORE of Moi it could have been a GAME CHANGER for Moi.

Something that could have been RAISED your excellent Moi to a greater, very unique, level.

I know that probably this situation never will and this is unfortunate for all Moi's community.

Ciao and...thanks for your constant support :)
From: mkdm
29 Nov 2019   [#35] In reply to [#33]
Hello James! Good to hear you too again :)

"...Don't be a stranger"

Well...I'm not :)

But , unfortunately or...fortunately, it depends on point of view :) as I've said some times here during the last two years, for the moment, the funny days when I had some good time to devote to Moi are gone.

From 2018 I never had really more enough spare free time to write something serious for Moi's scripting environment.

I'm always engaged in other different things regarding my "developer life" :)

But you reminds me the funny days when I had TONS of ideas for writing some cool and unique stuff, like for example the "LASSO" script (for what I know I was the very first to do a real (almost) working implementation of that), the "COMMAND FINDER", the "HOLES FINDER", and other useful stuff that I wanted to bring into Moi.

All the code I've written, although working, was nothing more than a "provocation" for someone more skilled than me in Javascript and Math related things, to bring some new cool stuff into Moi.

I had many other ideas into my mind that only waited to be translated into actual working code, but I never had time to do that and also never had the "math science" into my veins :)


Anyway...also I MISSED almost all the code I've written :)
I've found here and there only some stuff, for example the original post I've written related to the "final" version of the LASSO tool.

You can find it here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=8830.1

And I also discovered that ALL the download LINKS still WORKS :) The files are still there :)

N.B. ************** All my stuff works ONY for Moi v3


Anyway...I just wanted to write here these few lines just to remember those funny days of coding with Moi.

You're DOING A SUPER JOB here and I hope that someone like you could take some of my ideas and bring them into Moi :)


Hello everyone and have a nice day.
From: Michael Gibson
29 Nov 2019   [#36] In reply to [#34]
Hi Marco,

> I only wanted to say that it's really a pity that a MAGNIFICENT and AMAZING duo like Moi
> and Max's scripts (above all Node Editor) can't live a shared "story".
>
> I always thought that bringing Node Editor and all Max's SUPERB scripts into the CORE of Moi
> it could have been a GAME CHANGER for Moi.
>
> Something that could have been RAISED your excellent Moi to a greater, very unique, level.

Focusing my very limited time heavily on the node editor would be cool but it would probably be a product ending strategic error.

The reality is that the end result of what you're describing would not be very unique since Rhino/Grasshopper already exists in that role and has far more momentum and resources behind it than what I would be able to muster.

That's not meant to take anything away from Max's work, it's amazing what he has been able to accomplish and it's really cool that it's available. It's just not really feasible for me to focus on it myself.

- Michael
From: wayne hill (WAYNEHILL5202)
29 Nov 2019   [#37] In reply to [#26]
James,

Ref : (SubdivClassic script)

Thank you for the project request. I am still feeling my way around the NE code. More practice is required before taking on more challenging nodes like the subdiv script. Currently working on a new node, but it is too early to publish any beta's. Hint: I am having difficulty placing an image on a node canvas. Yes, I have read all the API's and the basic Javascripts on how to do it. But Elephant is a different animal... :-).

Wayne
From: Frenchy Pilou (PILOU)
29 Nov 2019   [#38]
About elephants ;) minute 7.03 if you have no time! ;)


From: mkdm
29 Nov 2019   [#39] In reply to [#36]
Hello Michael.

Thanks for your prompt reply.

"The reality is that the end result of what you're describing would not be very unique since Rhino/Grasshopper already exists in that role and has far more momentum and resources behind it than what I would be able to muster."

I understand your point of view. Clearly.

It's true...Rhino/Grasshopper is a super STRONG duo, but I anyway thing that Moi + Max's Node Editor with their "lightness" and easy of use could have been a great alternative.

Anyway...I don't want to bother you with these considerations.

I respect your choice...it's your job and you know what you need and what is good for you and your product.

Have a nice day and...take care :)
From: James (JFH)
29 Nov 2019   [#40] In reply to [#37]
Wayne,

>> Currently working on a new node... <<

Exciting news! I look forward to seeing what you do.

Have a great weekend
James
https://www.instagram.com/nodeology/
From: Mik (MIKULAS)
3 Dec 2019   [#41] In reply to [#40]
I'm not sure if NodeEditor should be a default part of MoI, because IMHO most of MoI users NodeEditor don't use so often and I like that such excellent tool as like NE is, can be part of MoI as an "accessories", as well as all excellent scripts that are created by all MoI community. This is a marvellous example of people cooperation across the world.

I think that to MoI users would suit first more intuitive "grouping" instead of "style way" together with some form of primitive instancing like "copy/paste with adequate orientation of changed parts with same part name". In other words if I modified one part (solid, curve), so rest of parts with same name would be modified too with their own orientation in model. It would be great to have check box: "modify rest parts" in info panel :-)

In any case I respect for amazing work on nodes from James, Karsten and other Node experts.

I would like to know if it is possible to create node which respects law of reflection of light. It means to have point/flat light source (solid) with rays (curves) as an input and curved surface - reflector (rotate conic curve) with Rho as a variable. Rays impacted of surface would be reflected to the detector (plane) in specific distance. This would be very nice educative tool. 2D would be enough :-)

Mik
From: wayne hill (WAYNEHILL5202)
4 Dec 2019   [#42]
Looking for Javascript help on a new Node. It is a graphical image node. The graphic canvas has to be loaded as a Base64 encoded string.

The attached Node Editor example uses an encoded string to load the graphic of the elephant.



The goal is to use the UI file loader to locate the picture, then convert it to Base64 image code so it can be loaded to the node.

I have learned many ways of doing it wrong....

There are several online sources to do this conversion
Ref: https://www.base64-image.de/

What I am looking for is a method in Javascript for use on the Node Editor.

Here is a test program in HTML that will convert the information to the console.
How can it be converted for the Node Editor?


///////////////////////////////////////////////////
<!DOCTYPE HTML>
<html lang="en">

<head>
<script>
function toDataURL(url, callback) {
var xhr = new XMLHttpRequest();
xhr.onload = function() {
var reader = new FileReader();
reader.onloadend = function() {
callback(reader.result);
}
reader.readAsDataURL(xhr.response);
};
xhr.open('GET', url);
xhr.responseType = 'blob';
xhr.send();
}
toDataURL('nav_logo.png', function(dataUrl) {
console.log('RESULT:', dataUrl)
})

</script>
</head>

</html>
///////////////////////////////////////////////


I have previously written a program in Delphi to do the same height map data collection so it is a matter of learning Javascript.

Thank you for any help.

Wayne
From: Michael Gibson
4 Dec 2019   [#43] In reply to [#42]
Hi Wayne, check out Max's RasterImage script:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7547.55

and also his Heightmap script which you can get from his file archive:
http://moi.maxsm.net/media/files/
and the discussion thread on that one is here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7547.1

- Michael
From: wayne hill (WAYNEHILL5202)
4 Dec 2019   [#44] In reply to [#43]
Hi Michael,

Thank you for the links. There is much to learn from all the code available. It might be a file security issue that is preventing the Base64 conversion. Looks like Max ran into the same issue four years ago. The code looks right, but nothing happens.


Thank you,
-Wayne
From: wayne hill (WAYNEHILL5202)
8 Dec 2019   [#45]
James,

Got through a couple major steps. Learned how to add an image to a node from the file UI. <No documentation to reference...>

Converted Max's height map code to the Node. Learning how to output massive data through the port. Learning Javascript...

Many things to do before a beta can be tested.

Wayne
From: James (JFH)
9 Dec 2019   [#46] In reply to [#45]
Wayne,

Your WIP node looks fantastic!

A couple of thoughts:

* Try low res image (say 60px x 40px)
* Also instead than connecting output to circle node, try Points/ConvertPts (Mode: CurvesU)

Let me know the result.

Keep up the good work
James
https://www.instagram.com/nodeology/
From: wayne hill (WAYNEHILL5202)
9 Dec 2019   [#47] In reply to [#46]
James,

Thank you. Max's heightmap program outputs the CurvesU and CurvesV in a line sequence while the ConvertPts component (CurvesU) outputs in XYZ-XYZ etc then draws a line back to the next XYZ step up from the far point. The CurvesV setting did not output anything.

ConvertPts might be updated to a new conponent ConvertPts2 for resequencing the points in a line order.
Unless there is an existing Node component that is being overlooked.

Wayne
From: James (JFH)
9 Dec 2019   [#48] In reply to [#47]
Wayne,

Thanks for getting back to me. Did using a low res image input reduce the output number of points?

>> Unless there is an existing Node component that is being overlooked.<<

"Points2/PointsExt" node can be used to order a single point Arrays into a sequence of discreet arrays, however it necessary to know the xLenght, yLenght & zLenght. Assuming the point output correlates with the image input, a 60px x 40px image will be xLenght = 60, yLenght = 1, zLenght = 40.

To connect pointArray output to "Points2/PointsExt" node, use "Points2/SplitPts"node as intermediary
(only x y & z outputs need be used).

If this is a bit confusing, DM your beta js file & I'll demonstrate.

Thank you for your tireless efforts
James
https://www.instagram.com/nodeology/
From: wayne hill (WAYNEHILL5202)
9 Dec 2019   [#49] In reply to [#48]
James - FYI: Test program has been sent to your private mailbox.

Message 9581.50 was deleted


Message 9581.51 was deleted


From: Frenchy Pilou (PILOU)
10 Dec 2019   [#52]
Seems very cool !
From: James (JFH)
10 Dec 2019   [#53] In reply to [#49]
Wayne,

In my original proposal for ImgSampler (http://moi3d.com/forum/index.php?webtag=MOI&msg=9581.2) I had a point array input to dictate the numArray output length, perhaps this was the wrong way around. Maybe it would be far simpler if instead the image size determined the U & V dimensions of output point array.

Ideally then the image resolution could be varied dynamically with dialled input so that a higher res image may be imported and pixelated to suit the desired point array data. There is a lot of information available for pixelating images with JS & HTML online.

Essentially, this entails reducing the image size while retaining the display size with imageSmoothing disabled.
The pxWidth & pxHeight would then be the Unum & Vnum of output pointArray.
.

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



UPDATED:
It might be useful to also include inputs for Urange and Vrange to set the size of the output grid of points.

Image Attachments:
imgSamplerScaleOpt2.gif 


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