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AntoineSfx

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AntoineSfx last won the day on July 20 2018

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About AntoineSfx

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  • Name
    Antoine L
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    France
  1. Is there a way to force convex decomposition for avoid the almost degenerate triangles ? I'm looking for something closer to Divide / Maximum edges=3 / Avoid small angles, then merge some of the resulting primitives into convex shapes. I understand the algorithm is optimizing for another metric.. Edit: I'm looking for something that will minimize the number of convex regions. Intuitively, it looked like starting from a triangulated mesh avoiding small angles was a better starting point because it looked like you have a better chance of remaining convex when fusing two neighboring polygons in such a case.
  2. How to use For Each's meta values

    Negative numbers point to spares. Hover the spares in the UI, they reveal how to refer to them
  3. How to use For Each's meta values

    Add a spare input to Scatter (gear menu), and make it point to the metadata In scatter, set Force Total Count to: (1+detail(-1,"iteration",0))*50 detail(-1, ....) is what you're looking for to fetch the value of the metadata.
  4. The letter B in the default font on my system (Lato Bold) won't play nice with Hole SOP. I need the top loop for B to be correctly Hole'd. What is the root cause of that problem ? You can see on the picture that there is some z fighting occuring I have some text that I want to render, and I can't babysit font and hole so that each letter is correctly modeled.
  5. Intersection analysis with closed curves

    Thanks, that makes sense.
  6. Intersection analysis with closed curves

    I can't get intersection analysys to work with two triangulated meshes. It kinda works if input1 is an open curve and input2 si triangulated, but then I have intersection with the interior triangles, which is not what I wanted. I'm looking for a curve / curve intersection anyway. Boolean Seam also doesn't really give me the result. The intersection points are there, but they are part of the intersection surface between the two polygons. The closest I have to a solution is this: circle1: polygon / open arc circle2: polygon / open arc then, input those to intersection analysis.
  7. Intersection stitch example

    I don't understand what problem this SOP is solving. Can someone show me a basic use case for this one ?
  8. How can I do this: Say I have n non overlapping primitives, and I want to try to scale up the ones that can, i.e without intersecting other ones. The idea is: For each primitive if the larger version doesnt intersect the other ones, then scale it ... The trick is " the other ones" is both the already processed ones, and the ones to be processed, excluding current one. Problem I'm trying to solve: I have a set of primitives, and I want to expand them a little so they become closer together. I can't find the right combination of merge / feedback / fetch feedback / using a for-loop.
  9. I want to find the intersections between in a set of closed polygons. Error message if confusing and unhelpful: Can you tell me what this means, and how to find the intersections between closed polygons ?
  10. drop node on wire

    Thanks for confiming that I didn't made that up.. I wasn't totally sure TBH... This is the kind of behavior that you don't really notice until it's gone. So I did read the documentation for the current version, and here are a few other ways: 1/ right click on an output, and insert a new node: it will be wired to all the node previously connected to that output. 2/ alt click to create a dot, then gather the wires by moving the dot. It will create a wire upstream from the dot where you can drop a node with the expected connectivity.
  11. drop node on wire

    I would like to drop the sort node on the wire going out from connectivity5, so that sort1 captures the left output of c5. Graph would be: c5 -> sort1 -> {left node, right node} I have a feeling it used to be the default behavior. How do I do that ?
  12. drop node on wire

    I would like to drop the sort node on the wire going out from connectivity5, so that sort1 captures the left output of c5. Graph would be: c5 -> sort1 -> {left node, right node} I have a feeling it used to be the default behavior. How do I do that ?
  13. How can I transform the pieces back so that both the orientation and the location is correct ? The problem I'm trying to solve is this one: I have one geometry in an assembled state, and the same geometry in palletized state (same connected pieces, at different locations with a different orientation, packed together with uvlayout). I'm trying to animate from one state to another, with some control on what path each connected piece is following, and the way the orientation is interpolated. pallet.hipnc
  14. Any idea how I could vizualize the angle between planar primitives ? It seems pretty straightforward to me, something like copy sliced circle arcs to the midpoints of the shared edges, and get the orientation right. Essentially an edge attribute.
  15. How can I do something like a decal ? I want to have a texture applied once, around a point in P or uv space. I was thinking of something like scratches on a sphere, I'm not sure where to begin
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