Nodebundle for playing with nodes
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 From:  Karsten (KMRQUS)
7777.719 In reply to 7777.718 
Hello James,

what a surprise. I didn't planed to use the node in this way. It is pure coincidence, because no names are stored in the node and no names are given to the input. Typically it should be used in combination with the brepNameSubObj. So the node stores pre-selected names and filters it while running. I think there are different possible ways to solve it. You have already shown a way. Nevertheless it would be great when Max would integrate it in the next release of his extract node.
Brep - option on RMB and a filter/switch for edges and faces.

Have a nice day
Karsten

p.s.: Geometrical world trip: Welcome to Bruxelles:-)

EDITED: 5 Nov 2017 by KMRQUS

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 From:  James (JFH)
7777.720 In reply to 7777.719 
Hi Karsten

Thank you for getting back to me.

Can you tell me is Objects2/separateObj effectively identical to Objects2/Extract if it had a "Faces only" option?


Geometrical world trip: Welcome to Bruxelles:-) ??????
James
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 From:  Karsten (KMRQUS)
7777.721 In reply to 7777.720 
Hello James,

The seperate node is identical with the separate command in moi - same factory. It smashes objects. Joined curves in segments, solids and joined surfaces in single faces.

Bruxelles: https://en.wikipedia.org/wiki/Atomium

Have a nice day
Karsten
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 From:  James (JFH)
7777.722 In reply to 7777.721 
Karsten

RE:Atomium...Ahh now I get you

RE: SeparateObj
Cheers, thanks for info
James
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 From:  Barry-H
7777.723 
Hi,
how can I enter an adjustable range ( from calcs using maths nodes ) into the points node other than with the range slider.
Cheers
Barry


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 From:  James (JFH)
7777.724 In reply to 7777.723 
Hi Barry,

<<enter an adjustable range.... other than with the range slider>>

Use objects2/concat2 node, with RMB option Numbers



Let me know if you need further clarification

James

EDITED: 5 Nov 2017 by JFH

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 From:  Karsten (KMRQUS)
7777.725 In reply to 7777.723 
Hello Barry,

of corse, you can. Start and end value can be calculated independent from each other. Then you have to concate them together as input for the points node.
Concate2 node can take numarray, pointarray and objects as input (RMB).

Have a nice day
Karsten
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 From:  Barry-H
7777.726 In reply to 7777.724 
Hi James,
thanks can't tell you how long I've messed about trying different permutations.
Not sure if my memory is correct but did Karsten do a spreadsheet with node definitions on it ?
Cheers
Barry
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 From:  James (JFH)
7777.727 In reply to 7777.726 
Hi Barry

Spreadsheet can be found here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.200

James
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 From:  mkdm
7777.728 In reply to 7777.718 
Hi James.

Thanks you very much!
This is a very useful nod file!

Ciao!

- Marco (mkdm)
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 From:  James (JFH)
7777.729 In reply to 7777.728 
Hi Marco (& others),

<<This is a very useful nod file!>>

Assuming you are talking about "convert.nod",
you may prefer to do what I have done,
which is to include new node in "objects2"
called "ExtractEdges"

It is simply Karsten's "Extract" node minus a few lines of code.

It achieves the same effect as convert.nod edges output
without issues that arise with multiple inputs & poly-surfaces.

Maybe you could look at it's code.
It is at the very end of the script.
I suspect that several more unnecessary lines
may be removed (or made into comments)


James

EDITED: 14 May 2019 by JFH

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 From:  mkdm
7777.730 In reply to 7777.729 
Hi James.

Thanks a lot for the "ExtractEdges" new node !

I will be very useful also for my "2D workflows" :)

Asap I'm going to look at its code.

Thanks!

- Marco (mkdm)
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 From:  James (JFH)
7777.731 In reply to 7777.729 
Hi All,

Attached is .nod file to produce result as shown.
(not exactly as pattern is randomly generated)

It is a requirement for execution that "object2.js"
attached to my earlier post replaces similar in
"nodeeditor/nodes/extensions".

Also requires most recent NE mod (Karsten's cleanup menu):
http://moi3d.com/forum/index.php?webtag=MOI&msg=8628.1

It appears to be robust, but rename original
so you may easily revert to it if problems arise.

James


EDITED: 14 May 2019 by JFH

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 From:  mkdm
7777.732 In reply to 7777.731 
Wow!

Wanderful node James.
You rock!!

Ciao!

- Marco (mkdm)
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 From:  bemfarmer
7777.733 In reply to 7777.731 
Looks cool James.

- Brian
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 From:  speedy (AL2000)
7777.734 
Hi friends
This is my last Macro- Rhombic Grid,
I thought of it as my utility for
the creation of the Clifford Torus-
Anyway I think it can be a tool
of wide use ...
at least I hope ,
the exercise at this link:
http://www.mediafire.com/file/0lpo8m4fxsselje/M-Rhombic_Grid.rar
Have a nice day to all
alberto
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 From:  bemfarmer
7777.735 In reply to 7777.734 
Nice node Alberto.

(note, getting an error with MoIV4 NEv0.97)

- Brian
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 From:  speedy (AL2000)
7777.736 
Many thanks Brian....
I have not yet tried Elephant with the New Beta V4
just released, my philosophy is to wait
Max puts his hand to new versions making
compatible
Thanks again.....
Have a nice day
alberto
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 From:  bemfarmer
7777.737 In reply to 7777.736 
Agreed alberto.

Tried out Motor2017 node, and CycloidGear node with V4, and they work well.
- B
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 From:  speedy (AL2000)
7777.738 
Hi Friends
I want to share this last search
in the field of Special Surfaces, I tried to make a Variation
to Boy's Surface ...
some parts are similar to those next to (polo)
the rest I changed by doing it maybe
more feasible, I think....
file to this link:
http://www.mediafire.com/file/x13bn7kpkm11mq1/BOY_%27S_Variation.rar
Have a great weekend to all
best
alberto
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