Cool, I'd like to use a couple of these tools and have some questions.
1. Does the quad edge connect work on a quad with only 4 verts, or does it need to have the incoming edges to connect to? I'd really like to select a quad and have a script create the splits for optimizing edge flow on sub-d, I guess there would need to be a way to tell it which was to face.
2. Does space loop work on bumpy surfaces, what happens to the other axies, does it average the vert on each?
3. Are the tools all mel because I'd just like to have a couple in my custom shelf by copy pasting the contents into a button.
4. What is the criteria for select similar because Maya's native select similar often doesn't work.
1.in face mode, it works on face with 2 incoming edges. In edge mode it will connect ring selections. for vertices, select the t verts (verts with 3 edges connected to it) and it will auto connect.
2. space loop works on any kind of surface. however, it does not smooth the edgeloop. It only spaces out the vertices. I might consider adding a smoothing function later on.
3. Yes they are either mel or maya commands. I'm thinking of releasing it with 2 UIs. custom shelf with all the tools and a toolbox that contains all the tools. Might consider even doing a menu that gets add on the toolbar ontop. Need more feedback on this one tho
4. The criteria is that selected object is a mesh. and that it has same amount of verts/faces/edges.
edit: I have ideas for other types of objects as well such as curves. this one needs some Rnd.
5.Not exactly, im still polishing the tools. making sure they don't break. Some are ready for testing if you're interested. I can provide a link.
make a plugin will still not help performance if you still use maya native boolean, Autodesk needs to upgrade boolean algorithmĀ unless you can write your own boolean plugin. They also really need a way to handle multi mesh in one single boolean node, as maya doesn't have stack modifier, and when adding more and more node on top, it only get slower and unstableĀ
thanks, that one is kinda for the fun of it as we don't really need that kind of lighting... that said it may have other practical applications (possibly as a texture map) though the code is quite unreliable/picky/difficult to "tune" with differing geometry.
Have you tried using MASH for things like this? I think this could already be done with MASH fairly quickly. Your tool looks really easy to use though, nice work!
yes i initially tried to use MASH as a base for it. but unfortunately, MASH doesnt allow you to easily set starting point. Also it didnt allow for separate instances( only particle instancer) that retain rotation values.
It;s not all pretty pictures, spent the last couple of days creating a tool that generates a visual studio project for building max plugins (2010-2023) from a single simple xml file. #cuttingedge šŖ
the more adjacent "points" there are the darker the shading. It uses the boost rtree and then creates some spherical segments (basically and 18pt octahedron) to query the tree from each point summing and negating depending on the results you can vary the effect volume of each point and the segment range to vary the effect. I'm just randomly changing the points in the above example
Using a Python port of Clipper Lib (by Angus Johnson) to clip Maya curves and use the result for extrusion (in this case to simulate semi random bricks):
Hi all, I'm working on using a Python port of the Clipper Lib (by Angus Johnson) to clip Maya curves and use the result for extrusion (in this case to simulate semi-random bricks):
PS: long time lurker, first post here ;D ... hey, how come my gif doesn't show/play "inline" but I need to click on it?!
The thing that always makes me sad when I make things like this is that you have to expose so many parameters that your tool ends up becoming overwhelming. I've not fiddled with geometry nodes yet - is there any scope for messing with the UI eg. implementing gizmos in viewport rather than sliders in the properties panels ?
Well you could set up some kind of a rig using geonodes, however strictly UI in the viewport is not supported. Yeah that's true, at least some collapsable menus would be helpful. Maybe they'll make it down the road some day.
Tools to manipulate Geometry Nodes are definitely coming, but it'll probably be a while, still. What is coming sooner is the ability to set GN attributes in the viewport. Think of how you currently set hard edges or Bevel Weights, but for any general attribute.
Even being able to use checkboxes, dropdowns, toggleable sections etc in the GN modifier would make them more manageable, but until that happens it's best to split it up in a few different modifiers (if feasible)
Space colonization? :D I recently ran into L-system for branches e.g. and been obsessed lately. My TA skills are still very low end but I hope to achieve something similar in Godot. Any tips tricks bottlenecs?
Btw love your stuff here :'D silent observer since forever
yeah it's space colonization, seems to give a more "natural" looking tree. the biggest change I made to the algorithm I used was to add a normal to the points so you can add a growth direction bias (it's also very useful in other main application for emitters as scattering tools). Also a good decreasing sides cylinder routine is a must for branches. I split the geometry virtually into trunk (branch 0) and branches the other neat trick is you make the resultant tree a point emitter in it's own right... so it can throw out leaves, fronds or act as the basis for another tree (though it's quite easy to run into the millions of faces very quickly cause things to get very sluggish. I've looked into stitched geometry and not really found anything that works well in all situations so may look at some kind localised modifier solution. It's quite an "in depth" subject probably deserving a thread in it's own right :)
I totally forgot to post it here, but here it is! I have worked on this one for years and now I have reached a relatively ok level. Fast and it's getting more and more reliable. It's now in beta phase, so you can even try it out. :)
The pack UVs around selection is really neat, I couldn't figure out how to do it in Maya with Mel script. Does the straighten UVs work on U-shaped shells or is it tolerance based and would collapse onto itself if the angle of the UVs was too great to start?
It works on any uv shell as long as they are fully quad, with uniform topology, which means the interior vertices have 4 adjacent edges, the outer 3 and corner verts have 2.
In certain cases it's much faster than any other solutions especially on modern machines. A lot of parts are computed in parallel, like creating the data structure, or the UV Packer. There are a lot of pre-cached data as well, making it much faster than the native solutions. The viewport is OpenGL based and it's fairly minimal. (millions of polygons, doesn't matter, not even for the packer)
Yes I saw that in the guy's demo he did, he was selecting a 1mil mesh in the UV editor in real time, very impressive. Autodesk should hire you to increase performance of their native UV editors in both Maya and Max.
Replies
Hi, I'm working on some scripts and plugin to help me with the interactive part for the curveWarp deformer in maya also with the GS_Curve Tools:
Here's a link on what I have so far:
working on a gradient custom win32 control (similar to max's gradient ramp) need some more intuitive gradient control for a few tools
(it doesn't look that shonky in reality thats the gif for ya ! and it won't be using the windows colour picker :) )
now with added opacity stops
playing around with an ambient vertex lighting routine.
with texture
vertical version with "universal" bezier ease
also added a popup slider for opacity
don't think a pop up colour picker is possible :(
All awesome for terrain texturing! what is this project you're working on ? (perhaps you're working on tools for the sake of the fun of it ? ) @Klunk
thanks, that one is kinda for the fun of it as we don't really need that kind of lighting... that said it may have other practical applications (possibly as a texture map) though the code is quite unreliable/picky/difficult to "tune" with differing geometry.
and in a max rollout.....
now I've got to make it do something useful :D
currently trying improve the stability of my shape cutter
with a view to release it to the
publicmax aficionadosOh wow that's neat, are you writing this all in Max script or are you using some other language?
thanks, its a modifier (c++)
Oh neat, that's over my head I only know Mel at this point.
@Klunk That's very cool! Looking forward to seeing more of this! I can imagine numerous situations where this would come in super handy :)
thanks, there's still a few issues ie why the random drop outs for example
soo - its basically a one line change for a genuinely good way to project mesh decals right?
working on a Radial Array Tool for maya. trying to make it as interactive as possible.
@onionhead_o
Have you tried using MASH for things like this? I think this could already be done with MASH fairly quickly. Your tool looks really easy to use though, nice work!
yes i initially tried to use MASH as a base for it. but unfortunately, MASH doesnt allow you to easily set starting point. Also it didnt allow for separate instances( only particle instancer) that retain rotation values.
It;s not all pretty pictures, spent the last couple of days creating a tool that generates a visual studio project for building max plugins (2010-2023) from a single simple xml file. #cuttingedge šŖ
some volumetric ambient shading
the more adjacent "points" there are the darker the shading. It uses the boost rtree and then creates some spherical segments (basically and 18pt octahedron) to query the tree from each point summing and negating depending on the results you can vary the effect volume of each point and the segment range to vary the effect. I'm just randomly changing the points in the above example
Using a Python port of Clipper Lib (by Angus Johnson) to clip Maya curves and use the result for extrusion (in this case to simulate semi random bricks):
PS: long time lurker, first post here ;D ... how come my gif doesn't show/play "inline" but I have to click on it?!
Hi all, I'm working on using a Python port of the Clipper Lib (by Angus Johnson) to clip Maya curves and use the result for extrusion (in this case to simulate semi-random bricks):
PS: long time lurker, first post here ;D ... hey, how come my gif doesn't show/play "inline" but I need to click on it?!
EDIT: Oh... I just had to upload it as image š
this is awesome, nice one :D
is this one available ?? awesomeee
thanks, yeah no probs
you need to add a mesh smooth modifier to get the smoothing
been working on some improvements to BQT. making it more stable and easier to work with. https://github.com/techartorg/bqt
BQT makes custom UI in Blender possible. (with Python), by allowing devs to use QT in Blender (which by default isn't supported )
Neat, Blender's UI leaves a lot to be desired. That right click context menu has nothing you'd want in it.
drop and drag normal map merger which uses the "correct" maths
not full tested yet but I sure someone will break it š
and the ability for my capsule emitter to be an "icecream cone" emitter that a top and bottom radii
useful for creating frond/branch meshes
@Klunk is that a space filling thing that starts from the particles?
kind of yes, though It uses point "emitting" helpers (no motion involved)
So here's a belt making setup I made with geonodes. >>>https://blendermarket.com/products/beltmaker
Wow, that is really amazing. I'm not a Blender user, but it would be really impressive if it did roads.
Thanks! Well there's a setup for roads actually;) You can look it up at blendermarket;) Here's another shot of my belt setup:
very impressive š
it is very cool indeed
The thing that always makes me sad when I make things like this is that you have to expose so many parameters that your tool ends up becoming overwhelming. I've not fiddled with geometry nodes yet - is there any scope for messing with the UI eg. implementing gizmos in viewport rather than sliders in the properties panels ?
Well you could set up some kind of a rig using geonodes, however strictly UI in the viewport is not supported. Yeah that's true, at least some collapsable menus would be helpful. Maybe they'll make it down the road some day.
Tools to manipulate Geometry Nodes are definitely coming, but it'll probably be a while, still. What is coming sooner is the ability to set GN attributes in the viewport. Think of how you currently set hard edges or Bevel Weights, but for any general attribute.
Even being able to use checkboxes, dropdowns, toggleable sections etc in the GN modifier would make them more manageable, but until that happens it's best to split it up in a few different modifiers (if feasible)
Space colonization? :D I recently ran into L-system for branches e.g. and been obsessed lately. My TA skills are still very low end but I hope to achieve something similar in Godot. Any tips tricks bottlenecs?
Btw love your stuff here :'D silent observer since forever
yeah it's space colonization, seems to give a more "natural" looking tree. the biggest change I made to the algorithm I used was to add a normal to the points so you can add a growth direction bias (it's also very useful in other main application for emitters as scattering tools). Also a good decreasing sides cylinder routine is a must for branches. I split the geometry virtually into trunk (branch 0) and branches the other neat trick is you make the resultant tree a point emitter in it's own right... so it can throw out leaves, fronds or act as the basis for another tree (though it's quite easy to run into the millions of faces very quickly cause things to get very sluggish. I've looked into stitched geometry and not really found anything that works well in all situations so may look at some kind localised modifier solution. It's quite an "in depth" subject probably deserving a thread in it's own right :)
Well!
I totally forgot to post it here, but here it is! I have worked on this one for years and now I have reached a relatively ok level. Fast and it's getting more and more reliable. It's now in beta phase, so you can even try it out. :)
Here you can read a bit more about it šļø https://rapidmxs.com/store/uvreactor/
The pack UVs around selection is really neat, I couldn't figure out how to do it in Maya with Mel script. Does the straighten UVs work on U-shaped shells or is it tolerance based and would collapse onto itself if the angle of the UVs was too great to start?
It works on any uv shell as long as they are fully quad, with uniform topology, which means the interior vertices have 4 adjacent edges, the outer 3 and corner verts have 2.
:)
Nice, I've written a similar straightening tool for Maya. Looks like a great plugin for Max.
Thank You! :)
In certain cases it's much faster than any other solutions especially on modern machines. A lot of parts are computed in parallel, like creating the data structure, or the UV Packer. There are a lot of pre-cached data as well, making it much faster than the native solutions. The viewport is OpenGL based and it's fairly minimal. (millions of polygons, doesn't matter, not even for the packer)
Yes I saw that in the guy's demo he did, he was selecting a 1mil mesh in the UV editor in real time, very impressive. Autodesk should hire you to increase performance of their native UV editors in both Maya and Max.