vi_rus Posted January 7, 2012 Share Posted January 7, 2012 Hi guys) Check out my new tool for smoothing geometry. Main problem of smoothSOP that after some iterations it almost don't smooth geometry. And speed of course. 2 Quote Link to comment Share on other sites More sharing options...
kare Posted January 7, 2012 Share Posted January 7, 2012 Hi guys) Check out my new tool for smoothing geometry. Main problem of smoothSOP that after some iterations it almost don't smooth geometry. And speed of course. Its really cool dude.. Compared to smooth sop it is fast.. keep going dude:) Quote Link to comment Share on other sites More sharing options...
vi_rus Posted January 7, 2012 Author Share Posted January 7, 2012 thanks, dude)) I promise, I'll keep going) Quote Link to comment Share on other sites More sharing options...
JoshJ Posted January 7, 2012 Share Posted January 7, 2012 awesome, I was just about to post something asking about a better smoothing function. Any chance you can let us know the logic behind your network or code? Thanks. Quote Link to comment Share on other sites More sharing options...
vi_rus Posted January 7, 2012 Author Share Posted January 7, 2012 (edited) Yes, of course) Logic is pretty simple... It just find neighbors for every point and compute average position. And user can set depth of neighbors. Neighbors in this context means points that connect with current point. That's all) Edited January 7, 2012 by vi_rus Quote Link to comment Share on other sites More sharing options...
vi_rus Posted January 8, 2012 Author Share Posted January 8, 2012 So... I upload my relax tool in exchange... You can download it here http://www.sidefx.com/exchange/info.php?fileid=885&versionid=885 P.S. Added feature for distance blending when point attribute using. Enjoy) Quote Link to comment Share on other sites More sharing options...
kgoossens Posted January 8, 2012 Share Posted January 8, 2012 Hi guys) Check out my new tool for smoothing geometry. Main problem of smoothSOP that after some iterations it almost don't smooth geometry. And speed of course. I see you have a very low cutoff Frequency in your smoothSop. Try cutoff Freq at 2.1 and Smoothing iterations 500 Quote Link to comment Share on other sites More sharing options...
vi_rus Posted January 8, 2012 Author Share Posted January 8, 2012 (edited) yeap.. you're right) now it works much better) don't know why I don't try it before... Thanks a lot for this advice! Edited January 8, 2012 by vi_rus Quote Link to comment Share on other sites More sharing options...
Pancho Posted May 10, 2015 Share Posted May 10, 2015 Hi there, since I'm new to H coming from SI I struggle a bit to make this compatible with H14. In SI I made my own SmoothDeformer within ICE. So the general idea is for sure the same, but H14 spits out some error messages. Not sure how to get rid of them. If somebody could update the otl it would be great. P.S.: How can I alter the otl since everything is grayed out? Is this some kind of compilation into a more powerful code? Are there any tuts which do explain how to go back and forth with this kind of network? Cheers Tom Quote Link to comment Share on other sites More sharing options...
kgoossens Posted May 10, 2015 Share Posted May 10, 2015 If you right click the node you can set it to "allow editing of contents" then you can start to alter it Quote Link to comment Share on other sites More sharing options...
Pancho Posted May 10, 2015 Share Posted May 10, 2015 Ah, thanks. Then I'll give it a try and see how far I'll come. Quote Link to comment Share on other sites More sharing options...
Jason Posted May 11, 2015 Share Posted May 11, 2015 Just FYI, you can plug in the geometry into both inputs of an AttribTransfer and transfer P, which does about the same thing. Quote Link to comment Share on other sites More sharing options...
Pancho Posted May 11, 2015 Share Posted May 11, 2015 O.k., can't get it to work so far. When I import the otl I seem to end up with three nodes. Neighbour Relax, Point Relax (Manipulate) and Point Relax (Digital assets) which can be found while pressing TAB. Point Relax (Mani.) then gets altered by myself, since there are at least two errors in the script because of the advances in H. In Neighbour_finder1 I edit the script from float neigArr[MaxCount] into float neigArr[] resize (neigArr, MaxCount) and in the foreach > neighbour_relax1 I change all arrayLength into len. With these modifications I don't get any more compiling errors. BUT, so far only one point of the mesh moves (not necessarily into the corect smoothing direction) and when I open H again and load the scene I get an error: Couldn't remove old operator type definition sesi_temporary::Sop/relax. With "Allow editing of contents" enabled I saved the operator type (not possible after "match current definition") after my changes. To summarize everything: a) no mesh smoothing so far and the error message. So if anybody could take a look at the otl or tip me off in the right direction I'd be really glad. Cheers Tom Quote Link to comment Share on other sites More sharing options...
anim Posted May 11, 2015 Share Posted May 11, 2015 as a quick fix you can chnge Neighbour Finder Code to this to work with H14: sop neighbour_finder(int MaxCount=0) { int neigCount=neighbourcount(0, ptnum); int i=0; float neigArr[]; resize(neigArr, MaxCount); for (i=0;i<MaxCount;i++) { neigArr[i]=(float)neighbour(0, ptnum,i); } addattribute("__neighbour",neigArr,MaxCount); addattribute("__neighbourCount",neigCount); } Quote Link to comment Share on other sites More sharing options...
Pancho Posted May 11, 2015 Share Posted May 11, 2015 THanks! That seems to work! (0, ptnum) was still (ptnum, 0) in my version. Seems that this context also changed. Quote Link to comment Share on other sites More sharing options...
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