Procedural Topo Pack
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Procedural Topo Pack
Updated Feb 2013 Various ICE topology compounds that I made for last months. Fully compatible with
SI 2012. After installation they can be found in Context, Interactive and Topology
categories of the Tool tab menu.
Contents: Build Array from Set Node (for Softimage 2012), Array to Edge Set, Array to Polygon Set, Array to Sample Set, Array to Vertex Set, Build Array per Edge, Build Array per Point, Build Array per Polygon, Build Array per Sample, Delete Topology, Disconnect Islands, Get Edge Position, Set Edge Position, Get Polygon Position, Set Polygon Position, Polygon Index to CAV, Vertex Index to CAV, Select Polygons Interactive, Slice to Pieces, To per Edge, To per Point, To per Polygon, To per Sample
The recent updates from the si-community thread linked below include: Greeble, Slice on Cubes, Extract Polygon Island, Split Edge Equally
local backup: ProceduralTopoPack.zip
Contents: Build Array from Set Node (for Softimage 2012), Array to Edge Set, Array to Polygon Set, Array to Sample Set, Array to Vertex Set, Build Array per Edge, Build Array per Point, Build Array per Polygon, Build Array per Sample, Delete Topology, Disconnect Islands, Get Edge Position, Set Edge Position, Get Polygon Position, Set Polygon Position, Polygon Index to CAV, Vertex Index to CAV, Select Polygons Interactive, Slice to Pieces, To per Edge, To per Point, To per Polygon, To per Sample
The recent updates from the si-community thread linked below include: Greeble, Slice on Cubes, Extract Polygon Island, Split Edge Equally
local backup: ProceduralTopoPack.zip
Procedural Topo Pack
A set of nodes which I made to reduce frustrations of context conversions and do perfomance critical job.
No stupid names or colors were chosen. No repeat or while nodes were used. Fully compatible with Softimage 2012.
Lastly updated: 24.03.2013
Download: ProceduralTopoPack.zip
No stupid names or colors were chosen. No repeat or while nodes were used. Fully compatible with Softimage 2012.
Lastly updated: 24.03.2013
Download: ProceduralTopoPack.zip
Last edited by iamVFX on 24 Mar 2013, 01:54, edited 5 times in total.
Re: Procedural Topo Pack
Thanks for sharing!
Just a quick question as it seems that you are deeply involved into this subject.
Is there a way to triple subdivide a whole mesh? Instead of subdividing each polygon into 4 new polygons, have nine of them? So each edge would be divided into three "subedges"?
Thanks so far!
Just a quick question as it seems that you are deeply involved into this subject.
Is there a way to triple subdivide a whole mesh? Instead of subdividing each polygon into 4 new polygons, have nine of them? So each edge would be divided into three "subedges"?
Thanks so far!
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Re: Procedural Topo Pack
Very nice! Thanks a lot for sharing!
Re: Procedural Topo Pack
Cooouul ! Thanks for sharing !
Re: Procedural Topo Pack
I'm not figure out how to do so procedurally yet. And I will probably won't, it's not the topic I'm interested in. You *could* disconnect edges and dice polygons how much you want, but you have to use standard weld operator then, since ICE one is a garbage, it accepts only one pair of vertices at once and since I'm not using repeat nodes anymore I can't do anything here. You can also use EdgeIsHard attribute, but it will cause crash on Softimage 2012.Pancho wrote:Is there a way to triple subdivide a whole mesh? Instead of subdividing each polygon into 4 new polygons, have nine of them? So each edge would be divided into three "subedges"?
Today I will show some cool examples with use of these nodes, many of them accept per polygon data so you can do stuff that was not possible before
- csaez
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- Location: Sydney, Australia
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Re: Procedural Topo Pack
Here's a clever approach by Julian Johnson (without repeat node)iamVFX wrote:You *could* disconnect edges and dice polygons how much you want, but you have to use standard weld operator then, since ICE one is a garbage, it accepts only one pair of vertices at once and since I'm not using repeat nodes anymore I can't do anything here.
http://groups.google.com/d/msg/xsi_list ... JEIOYm3n4J
Re: Procedural Topo Pack
Thanks for pointing that out, Cesar! Indeed, it's simpler to rebuild the whole mesh than use some of the standard ICE topology nodes.csaez wrote:Here's a clever approach by Julian Johnson (without repeat node)iamVFX wrote:You *could* disconnect edges and dice polygons how much you want, but you have to use standard weld operator then, since ICE one is a garbage, it accepts only one pair of vertices at once and since I'm not using repeat nodes anymore I can't do anything here.
http://groups.google.com/d/msg/xsi_list ... JEIOYm3n4J
So the answer to Pancho's question is: find people who's way smarter than me and use their compounds
Last edited by iamVFX on 02 Jan 2013, 12:21, edited 1 time in total.
Re: Procedural Topo Pack
Many thanks. Stuff that should been there from start.
- Daniel Brassard
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- Location: St. Thomas, Ontario
- Contact:
Re: Procedural Topo Pack
Thanks Constantine for the topo pack.
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
Re: Procedural Topo Pack
Stop thanking me, everybody, show the pictures and ask questions
Re: Procedural Topo Pack
Maybe a dumb question , but what is the true node there, i don't remind it.
Re: Procedural Topo Pack
It's just a limitation of old version, I fixed that already. If you left Clamp parameters at False value all the polygons would scaled and transform. Bu they're not now.Bullit wrote:Maybe a dumb question , but what is the true node there, i don't remind it.
Also Extrude Islands returns proper Top and Side clusters now, please redownload the topo pack and test it if you have a chance
Re: Procedural Topo Pack
I think i am too green in ICE for this, i thought node "to per point" was to change for example context from polygons to per point but i was unable to do it.
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