Node Wish List
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 From:  wayne hill (WAYNEHILL5202)
9581.171 
New ExtendSrf Node release:

ExtendSrf is based on Michael Gibson's script:
https://moi3d.com/forum/index.php?webtag=MOI&msg=9747.7

Thank you Michael!

Copy the ExtendSrf.js to the directory:
C:\Users\<UserName>\AppData\Roaming\Moi\nodeeditor\nodes\extensions

I would like to thank James for helping out with testing.

This is great way to divide solids into faces and shrink spacing between.

Wayne

Edit: Updated node

EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  Frenchy Pilou (PILOU)
9581.172 In reply to 9581.171 
A sort of ExplodeMove ?
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  wayne hill (WAYNEHILL5202)
9581.173 In reply to 9581.172 
More like an additive and retraction of the face edges without changing location. Michael described it as a surface offset.




EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  Frenchy Pilou (PILOU)
9581.174 In reply to 9581.173 
Excellent!
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  James (JFH)
9581.175 
Hi All,

It is a bit of an unusual method, but using Wayne's new node,
and using a sphere as a starting point, it's possible to form a compound
curved surface of the shell of a chair.



Thanks Wayne for your most recent contribution.
I'm hoping that coding nodes is a good technique to staving off cabin fever,
& we are it beneficiaries.

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

EDITED: 17 Apr 2020 by JFH


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 From:  Frenchy Pilou (PILOU)
9581.176 
That's magical thing!
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  James (JFH)
9581.177 
BranchStructure node

The proposed node would generate venation patterns from seed points branching out to leaf points (attractors) using the "space colonization" algorithm.

Daniel Shiffman has done a coding challenge that serves as a good introduction to the method:
https://www.youtube.com/watch?v=kKT0v3qhIQY

Another good resource is Jason Webb's "Modeling organic branching structures with the space colonization algorithm and JavaScript" :
https://medium.com/@jason.webb/space-colonization-algorithm-in-javascript-6f683b743dc5

He demonstrates the difference between "Open versus closed venation" which is an option I have include in the info panel. The other option I have included is 2D vs 3D. 3D would work similarly, however with branches attracted to leaf points in 3d space, making possible the generation of natural forms such as tree, coral etc. This may be something that is left for later development.





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

EDITED: 1 May 2020 by JFH

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 From:  James (JFH)
9581.178 
Hi All,


I have already alluded to this here:http://moi3d.com/forum/index.php?webtag=MOI&msg=9810.10 but in terms of implementation, rather than the generalised approach it may be better to have a purpose built "Reaction Diffusion" node.

React-Diffusion node

I am proposing a node that operates analogous to online app by @pmneila https://pmneila.github.io/jsexp/grayscott/

For our purposes the output would only need to be black and white, which hopefully would reduce the complexity of the coding. The proposed node would, similarly to Wayne's imgSampler convert greyscale to heightmaps, however instead of importing an image, it would be generated via an algorithm (grayscott) within the node.

Since this algorithms produce an evolving animated image there is a need to pause evolution at a desirable point so I have included an input for 1 to play & 0 to pause. There may be a more elegant solution of the inclusion of menu option in the info panel, or perhaps ideally a button on the node, itself.

I'm not sure if this is even possible without the addition of external js libraries. (I note that in the code for the online app link above that it imports three.js)
James
https://www.instagram.com/nodeology/

EDITED: 24 May 2020 by JFH

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 From:  bemfarmer
9581.179 In reply to 9581.178 
Viewing page source yields: https://github.com/pmneila/jsexp

- Brian
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 From:  wayne hill (WAYNEHILL5202)
9581.180 
Playing with a new node conversion of Max Smirnov's cloth script that he converted from the ThreeJS engine.

http://moi.maxsm.net/files/scripts/

My first attempt in animation on the Node Editor. Much to learn from Max's script.





EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  Frenchy Pilou (PILOU)
9581.181 In reply to 9581.180 
Does it works now with any volumes and not only a sphere ?
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  wayne hill (WAYNEHILL5202)
9581.182 In reply to 9581.181 
Only spheres are in the original code. Will be testing other geometry types.
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 From:  wayne hill (WAYNEHILL5202)
9581.183 
Added node form and javascript code to message:

http://moi3d.com/forum/index.php?webtag=MOI&msg=9581.180
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 From:  wayne hill (WAYNEHILL5202)
9581.184 
Finally releasing my ImgRGB first mentioned here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=9581.165

The rgbquant.js library limits the style layers on the image.

ImgRGB send an RGB connection to OutRGB to reassemble the image to the style layers.
The OutRGB node only works with the ImgRGB node.

Thank you to James for the on going testing of the nodes I keep sending him... :-)

Wayne

EDITED: 17 Jan 2021 by WAYNEHILL5202

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Message 9581.185 deleted 14 Jun 2020 by JFH

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 From:  James (JFH)
9581.186 In reply to 9581.182 
Wayne,

The cloth node is fantastic.......and mesmerising to watch.

"Only spheres are in the original code.
Will be testing other geometry types".


Although no doubt, working with other shapes would be usualful, I think your time would be better spent with the inputting of anchor points. This facility is included within Max's cloth script.

Anchoring points makes it possible to generate tent structure by setting gravity to a negative number:



I wonder if it would be easier to define, if instead of a rectangle input as you now have, it worked with a point array input (ie with MathsPoints or Points node input) In this way, the cloth point density is externally defined and anchor points selected with idSelect node.

Anyway, I know that this is no easy task, & what you done is just brilliant, I am just think about how this functionality may be integrated into the node ecosystem for procedural modelling.

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

EDITED: 14 Jun 2020 by JFH

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 From:  wayne hill (WAYNEHILL5202)
9581.187 In reply to 9581.186 
James,

Yes, the anchor points are a part of the code. I was excited to see the first conversion drop cloth running, it was released for testing before setting up anchor points option. Negative numbers, great tip.

A point array would work since Max is converting the plane to a grid point array. That would skip a step.

Wayne
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 From:  James (JFH)
9581.188 In reply to 9581.187 
Wayne,

"A point array would work since Max is converting the plane to a grid point array. That would skip a step."

Ideally both the geometric data input and output would be point arrays, so that they delineate curves or polylines in U&V directions. Whereas curves may be lofted or networked, polylines could be polylofted. I know that this has presented difficulties with other nodes (ImgSampler), so if it is only possible to output curves, this would still be fantastic.

"Negative numbers, great tip."

Ahh! Negative gravity: this was the underlying methodology behind Gaudi's Sagrada Familia

http://www.ipernity.com/doc/jacquespfjc/13188615

Looking forward to the next beta
James
https://www.instagram.com/nodeology/
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 From:  wayne hill (WAYNEHILL5202)
9581.189 In reply to 9581.188 
James,

Added the anchor index point numbers of the grid array. No error checking...
You have negative gravity :-)

Left in the error checking "file.writefile()" outputs I use to watch the program flow.

Still working on the grid array input.

Wayne

EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  Frenchy Pilou (PILOU)
9581.190 In reply to 9581.189 
Cloth2.js must be inside the folder
Moi\nodeeditor\nodes\extensions\ ?
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