Haha...nice one! I could guess people see first what MACHIN3 did then i took inspiration and did yesterday my own version and now it is in Modo too. :) The only limitation i found is that boolean base and cutters must have around the same size of faces/edges density otherwise if the base is high poly and cutting object low…
I could filter out only the visible faces of the 3d model and calculate for those the used triangle UV space within the texture size (similar to how I computed texel sizes) . This would mean that I'd have the pixels area visible in the view but in texture space. With that again I could compute a scale ratio (by comparing…
Thanks WALTER ! Took a few hours to work on something other than QuickPïpe.Always wanted to boolean objects super quickly so here is a GIF showing a small script (roughly 80 lines of code) that creates "Smart Bevels" without all the annoying stuff you would normally face in Maya's Bevel. Early WIP,might work a little bit…
well it depends on what you want to accomplish. The example in my video might not be the best one, since I didn't optimize the mesh at all. So you don't really need as many polygons as shown in the video! Imagine you wanted to morph a plane to a nose. You would take the mesh of the nose... and flatten it until it's a…
I'm attempting to recreate Seneca's QuickPipe script in Maya. It takes a radius and divisions input, then creates a NURBS circle with those parameters and lofts them along the edgeloop and then converts to polygons. https://github.com/SindreOpsahl/fastPipe Works well enough, but I had some weird bug with the undo chunks,…
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…
Remember this ? :) Well, with the help of Passerby (which created a python API script to call a native raytrace fucntion for maya) I was able to improve the tool. Now it's perfectly smooth ! :) I'm currently working on it to allow the suppression of faces, the extrude of edges and the merge of some vertex when there are…
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…
isometric camera projection engine for a web game: I had 2 days for this proof of concept thing: kind of my way to convince other members of the team to go for a certain engine direction without them understanding anything at all before. It was the same with Magnum Force 10 for which I took a few days as well just to…
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…