I've had this in my head as a thought experiment for a while and decided to poke around at it today.
Sooo.. this is a point cloud where the distritbution of detail is driven by what is effectively a curvature map (obviously the z is based off a standard displacement map) . I have all the information I need to generate a mesh already - just couldn't face the idea of arguing with the fbx SDK this evening.
The point of the exercise is to generate more efficient meshes when using textures to displace geometry. This example has 2732 vertices and I think to get the same fidelity from a regular grid you'd need around 42000 (don't quote me on that yet)
I've used a fairly dumb poisson disc method to place the points so it's a little fragile and it's basically impossible to tell whether it's going to be really fast or really slow based on the parameters you feed it but there's enough there to make me think t's worth pursuing.
Some Saturday night fun with GraphN: this is a material picker + object placer that basically samples whatever material under your cursor, and assigns it to the object you're currently moving.
We're just a week away from the beta now, feel free to DM if you're interested in testing! would love to start getting some feedback from y'all.
I can read most of it, I think. It's very tricky the graph goes right to left, that would be hard to get used to since all other graphs in most 3D apps go left to right.
Yeah the arrows indicate the opposite direction, making the graph actually go left to right ^^' we have it on the todo list to flip them before Wednesday, so thanks for stressing this point even more!
Oh cool, so it's just a display bug, yeah it looks really neat that you have get and set material built into a node among other things, that's a lot of code to write to do it in Mel. Also the drag object along surface looks sweet, I haven't learned how to do that in Mel, I've heard you need to write that in the API to use that feature of Maya.
small tool to merge normal maps (see the max composite blend mode above). There's an example of how to use it with a batch file and drag and drop (just edit the dir you put the exe in and you can drop the files to process on the bat file)
I'm making a script in python Maya(still very work in progress) where you can distribute objects based on patterns that have aurea proportion formulas, like the typical spiral, or others like the distribution of seeds in a sunflower. I have to make an interface where you can tweak these parameters and get different results. Here are some images of what you can get:
I've been working on a de-chamfer / un-chamfer script for 3DSMax lately. I was looking around for a way to do this in Max and the only stuff I could find was one old script from a decade ago with no working links anymore, and one that's part of a larger paid for toolset (and doesn't look like it can handle chamfers that border ngons). So I just made my own.
I messed around with the dechamfer script some more and managed to make some progress towards chamfer intersection support. Only very basic intersections work right now, but it's getting there
Adding the ability for people to change shelf height dynamically in Maya and will also be remembered after Maya restart which was incredibly challenging to figure out how to save load that data.
It might be in the future Right now I'm working on adding more features to the Max version, but once that's done I'll be looking at porting it to Blender and Maya.
added scripted gizmo width & length manipulators to my grid fill spline modifier, they are actually run/embedded from/in the plugin. gonna have to write mxs to string tool or get better at regex . It's relatively simple to create sdk versions but they are not quite the "cut n paste" as mxs variety.
Just finished creating a tool for my wife, she's modeling our new house before they build it and she's working in centimeters in Maya, but builders work in inches and feet so she wanted a tool that would convert inches and feet to cm, she also wants to times that by 1.6 because for her job that's the scale she works in for the game so I added that too. Also the tool can make 1x1 and 2x1 cubes based off whatever value is in the cm field.
Bro, I've been waiting for a spline to bool plugin for max since Lazer cut was announced, I just want it without the bloatwear.
Just wanna say that unless you go the extra mile and configure your own shortcut profile, the shortcut part will just lie dormant, you can turn off wheelCtrl if you don't like that, and you can remove the other modifiers too if they'd bother you for some reason - and you have pretty much lazercut standalone.
So long time no see, because I had a lot to do recently. BUT! Here is the next big deal I'm working on for 3dsmax.
It is called UVReactor which is a modifierless UV Editor for 3dsmax. Currently the feature list is not that huge, but the main point is to have a very well optimized system under the hood... Currently this is just a small preview about the performance of the viewport (which is OpenGL btw.) and real time syncing. (Actually it is working pretty fast with 1 million polygons as well, so I think I don't have to worry about the speed.) There are a whole bunch of Multi-Threaded operations implemented to have a really good responsiveness.
I have already implemented the most necessary things for it like, Split Edges, Stitch Edges, UV Shell Relaxing, basic UV transformations, Texel Density based UV normalization and scaling, all in real time etc...
Also if you want to follow the development, you will be able to do that here.
Replies
Sooo.. this is a point cloud where the distritbution of detail is driven by what is effectively a curvature map (obviously the z is based off a standard displacement map) . I have all the information I need to generate a mesh already - just couldn't face the idea of arguing with the fbx SDK this evening.
The point of the exercise is to generate more efficient meshes when using textures to displace geometry. This example has 2732 vertices and I think to get the same fidelity from a regular grid you'd need around 42000 (don't quote me on that yet)
I've used a fairly dumb poisson disc method to place the points so it's a little fragile and it's basically impossible to tell whether it's going to be really fast or really slow based on the parameters you feed it but there's enough there to make me think t's worth pursuing.
Here are some images of what you can get:
though tends to hilite the need for some auto edge turning
i imagine theres also a shape extrusion version possible
angled line with extrude mod applied
Right now I'm working on adding more features to the Max version, but once that's done I'll be looking at porting it to Blender and Maya.
a transpose normals mod
Plugin or script?
So long time no see, because I had a lot to do recently. BUT! Here is the next big deal I'm working on for 3dsmax.
It is called UVReactor which is a modifierless UV Editor for 3dsmax. Currently the feature list is not that huge, but the main point is to have a very well optimized system under the hood... Currently this is just a small preview about the performance of the viewport (which is OpenGL btw.) and real time syncing. (Actually it is working pretty fast with 1 million polygons as well, so I think I don't have to worry about the speed.) There are a whole bunch of Multi-Threaded operations implemented to have a really good responsiveness.
I have already implemented the most necessary things for it like, Split Edges, Stitch Edges, UV Shell Relaxing, basic UV transformations, Texel Density based UV normalization and scaling, all in real time etc...
Also if you want to follow the development, you will be able to do that here.
I hope you like what you see anyways.
Cheers,
Mike