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About Noobini

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  • Name vusta
  1. ver 1.04: Now with continuous patterns !!! https://1drv.ms/u/s!AvgNse7E8aaygmpHTfIeHlG0O4nN
  2. oh yeah, the method on the right is to unify normals...great...thanks alot
  3. success !!! works with continuous strip...but since now the repeating patterns are no longer packed, coz I have to fuse them together, it's damn sloooooow...I'll have to optimise somehow
  4. ahhh see, told ya I wasn't confident on the path
  5. what about....point("../blast1",0,"P",n) ? where n = 0,1,2 = x,y,z (0 refers to the only thing blast1 returns) (I'm not too confident on the relative path...perhaps others can help out)
  6. Thanks but I think the real problem is vertex order -> vertex/prim normal -> how it is extruded... ver 1.03: - now user will have option to flip face normals so the extrude will consistently work in the positive direction (negative is still there) - centre pivot and move to exactly on top of ground.....for export https://1drv.ms/u/s!AvgNse7E8aaygmh7yvPHwG_8sCgg
  7. if anyone could tell me what to do about Normals...that would be great... Right now, some pattern might have their Normals pointing opposite to errrrmmm..normal...ie. down...not a show stopper as the tread depth can extrude either way...but I'd like it to be consistent...so in my Flatten node I can add a second Vexpression to set N = (0,-1,0)...easy peasy...but then the treads look 'smooth' and not with their original 'sharp' edge look...what's going on ? EDIT: OK, I should Add Vertex Normals in the extrude....but still puzzled why some geo works with positive extrude for tread depth...while some works for negative extrude....???
  8. ver 1.02: - Radius is now the main controller - now creates tyre + treads - tyre profile for customisations https://1drv.ms/u/s!AvgNse7E8aaygmPVBiiRxQCCb2yT
  9. yes..been thinking about Radius as the 'controller' too...since you're much more likely to have to model treads to fit a wheel of certain fixed size = radius... another one on to do list
  10. Dang...I thought I did !!!...Yes will double check relative path next time.... Yeah I don't see why a custom built pattern wouldn't work...eg...draw your own curves (just like floor tiles)...so that's on my to do list and also how to make it work with a continuous strip...ie. i'll have to 'clip' top/bottom then fuse the repeating patterns together
  11. ver 1.01: - no more Capture Length, complete circle is now auto - Rep Count/Gap -> auto circle - auto copy offset according to bbox for different patterns Still not good with coding so exploited the new Point (Attrib Expression) instead. Tyre_Tread_1.01.zip
  12. Not as polished as the pros...but I share what I can...there's probably a lot that can be automated but I'm not too proficient with coding yet. https://1drv.ms/u/s!AvgNse7E8aaygmHW_PWAPrMBYqWv
  13. so you've verified in your Nvidia Control Panel that 3D Performance is not set at Snail's Pace right ? Optimal = always at crap speed Maximum = always at full speed (even if nothing needs it) = plain silly Adaptive = best http://nvidia.custhelp.com/app/answers/detail/a_id/3130/~/setting-power-management-mode-from-adaptive-to-maximum-performance
  14. I'm not sure how you monitor your GPU usage..but I use GPU-Z>Sensors and watch my GPU Core Clock... Normally, it sits at 200MHz...this is because (most likely) your Nvidia 3D Performance setting is set at Optimal (ie. Minimum)...I set mine to Adaptive (wouldn't bother setting one by one for each 3D app, just do 'globally')...so any 3D s/w that uses OpenCL...when it kicks in, I'd see my GPU Core Clock shoot up to 1500MHz..(or more for beefier cards) (Win 7, GTX 1070, Driver 382.05)
  15. Thankyou very much...Sergey. I plucked up the courage to play with this...but couldn't see the quill...so had to do a merge.... Then I thought if I want to see the actual feathers...I have to use a polywire..but couldn't figure out how to make use of the 'tapering' diameter of the feathers... 01) Even tho I can't see the actual geo of the feathers (can see the splines in viewport)..it renders fine...still trying to understand how that works... 02) the quill won't render without a merge, still trying to figure out how it works for the feathers and not quill... Have I setup this right ?