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AntoineSfx

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About AntoineSfx

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  • Name
    Antoine L
  • Location
    France
  1. Packing circles of different radius

    Is there a way to generate (instead of physically simulate by growing their radius..) a set of circles of different radius, densely packed ? I didn't find a relationship between the centers of the circles in an ideally packed set of circles and Delaunay / Voronoi. It's certainly a good start to use the Voronoi cells but it still requires some tweaking afterwards. A quick approximation would work too, because I want to use this to copy objects onto another object, but I don't want too much interpenetration between the copies. Maybe something like generating a bit more than expected, then removing the offending circles until no intersection is found.
  2. UV boundaries to edges

    Absolutely.. I missed the fact that one point is associated with several vertices, and that when they don't also share the same UV coordinates, it means it's on the boundary..
  3. UV boundaries to edges

    Thanks, that solved my problem. Any ideas how the uv islands are computed ? I don't understand from which informations the uv boundaries are computed. e.g. if I wanted to emulate connectivity in a pointwrangle..
  4. UV boundaries to edges

    Is there a way to use the uv created by uvunwrap to create groups of primitives which belongs to the same piece (within the same boundaries) I like the way uvunwrap creates those connected components, and I was wondering if there is a way to reuse that information at the geometry level, for example to make an exploded view of the object, or some kind of peeling effect I know there are a lot of other ways to create groups of connected primitives, but uvunwrap optimizes for flatness and deformation, which makes sense for what I want to do
  5. Is there a way to jump to the next value of a drop down list ? I noticed that from a UI perspective, UI elements don't seem to be active, except maybe nodes and text fields. So is it still possible to do this ?
  6. Yes, that solved my problem I did this: cluster -> attribpromote (points primitives) -> primitive Split -> divide (Remove shared edges)
  7. Functional piano key

    Can you give me a basic setup ore hints for a piano key that would be springy, and actually emit a sound related to the speed at which it hits its wire ? I'm not going to model the hammer, wire, tension on the wire, and so on. I assume speed at impact should be more than enough for a first draft. My goal is to model a full keyboard and throw stuffs at it.
  8. I'm trying to do: grid -> cluster -> create one primitive per group of points with the same cluster value It must be trivial but I can't find the node / checkbox somewhere that does this thing..
  9. How do I get rid of the extraneous triangles in the center ? I can't find a good way to group them
  10. Recompute topology after projection on a plane

    So this is not really working, the final assembly is not a set of non overlapping primitives. Maybe something with the constraints in triangulate2d to force the edges location
  11. Recompute topology after projection on a plane

    I edited the question.
  12. Say I project a platonic solid on a grid using ray. How to remesh that set of points and edges so that the new topology matches the apparent (visual) one ? It would be something like compute all the self intersections, divide all the edges that intersect each other, and recompute all the primitives. Is there a node that already does that ? Here is an example: the projected icosahedron still has the edges and points of the original icosahedron I would like to have one primitive per apparent polygon, and one point at each edge intersection.
  13. I have not really spent much time on materials. I find the workflow a bit confusing to just start wiring things like in SOP. How can I have a texture look a bit more dirty ? What's a good intro to the current version of shaders in 16.5 ?
  14. Extrude a seam after boolean / shatter

    Thanks. That works well especially if the intersecting surface (the body) doesn't have too much details, in this case in the direction of the copied items. Otherwise, the original, say, U edges start interfering with the seam U edges, and they get lost during the fuse.
  15. I like how the shatter / seam followed by a polybevel allows me to add details to a geometry. Is there a way to use the seam edges as a base for polyextrude to make a ridge instead ? Like the vertical ones on the bed of that CAT ?
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