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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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 From:  wayne hill (WAYNEHILL5202)
9581.191 In reply to 9581.190 
Pilou,

That is correct. It is still a beta program.

Wayne
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 From:  James (JFH)
9581.192 In reply to 9581.189 
Thanks Wayne,

The addition of anchor selection is a great advancement.
Did you have a look at using a point array instead of a plane
as the input?

I don't know if Max'x code would even allow it, but it would
really be something, if anchor points could be dynamically
manipulated (re-positioned), with the effect of stretching &
tugging the fabric.

It hints at great promise.....
very exciting

James

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

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 From:  wayne hill (WAYNEHILL5202)
9581.193 In reply to 9581.192 
James,

Cleaned up the inputs.
The input are mostly on the node.

Still working on moving points and setting array inputs.

Wayne

EDITED: 5 Nov 2020 by WAYNEHILL5202

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 From:  James (JFH)
9581.194 In reply to 9581.193 
UPDATED
________

Wayne,

Although the decluttering of the node interface makes it more user-friendly, I think you may have pushed it too far.

It would be advantageous to dynamically set gravity (as the principle force).
The other material behaviours would in most cases only be set at the outset, so it is appropriate to have their adjustments made on the info panel.

A numerical value could be input for EndFrame, which could serve both as setting the maximum number of frames in the animation, while only outputting the geometry defined by the final frame. The user could start with a high number, and then dial it back to the frame they want to output.

Also I see in Max's code that wind is treated as a vector, so there would be interface advantage in inputting as a vector, as then a single input gives direction & magnitude. I imagine, in most cases wind would not be utilised, anyway.

This is just my 2 cents,
You are doing a fabulous job.

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


Updated: I removed net width & height inputs from node because they are, of course, already inherent within the pointArray input.

PS. the inclusion of XY , X , Y , P pulldown menu is great, & although a small thing, should more appropriately be labelled UV , U , V , Pts

EDITED: 21 Jun 2020 by JFH

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 From:  wayne hill (WAYNEHILL5202)
9581.195 In reply to 9581.194 
James,

The latest work in progress beta version. Renamed to FabricSim. Added WindVector input. Wind calculations with vector indicator. Did come across that error in the vector code where the indicator points up when it should point down on X0 Y0 Z- values . Pilou detailed it in another thread.

Wayne

EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  Frenchy Pilou (PILOU)
9581.196 
I will must create a new section! ;)
Specialised Nodes ?
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  James (JFH)
9581.197 In reply to 9581.195 
Bravo Wayne,

The node UI is much improved.

Regarding pointArray input: I still believe that bypassing the plane to points conversion within the node offers advantages, even if the anchor selection remains as you have it, for now.

Keep up the good work
James
https://www.instagram.com/nodeology/

EDITED: 22 Jun 2020 by JFH

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 From:  James (JFH)
9581.198 
slot Node

Michael has just now uploaded an elegant script (http://moi3d.com/forum/index.php?webtag=MOI&msg=9876.8)
that would translate fittingly into a node.



Have a great weekend
James
https://www.instagram.com/nodeology/

PS "One Side" / "Both Sides" could be a useful menu item in info panel

EDITED: 11 Jul 2020 by JFH

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 From:  wayne hill (WAYNEHILL5202)
9581.199 
New Slot Node Release:

Slot node is based on Michael Gibson's script:
http://moi3d.com/forum/index.php?webtag=MOI&msg=9876.8

Thank you Michael!

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

It will be listed in the Curves2 location.

It is a start/end point and radius slot. No 'both sides' option as Michael's version.

The Srf output is a planersrf function inside the node for ease of use as needed.

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

Wayne

EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  James (JFH)
9581.200 In reply to 9581.199 
Hi All,

Here's a raster image composed of slots making use of
Wayne's multiprocessing slot node.

Great suff, Wayne,

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

EDITED: 9 Aug 2020 by JFH

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