prashantcgi Posted October 22, 2014 Share Posted October 22, 2014 Hi Everyone!! I want to make some random shape generation from one polygon geometry. That is a polyon geometry changing shape into a new geometry randomly. Keeping number of points same all the time. Any guys have any suggestion related to approaching this task please help. If you have any reference or any sample file plz let me know. please check the attached image. Thank you Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 22, 2014 Share Posted October 22, 2014 (edited) That seems pretty simple, with just those parameters. But the shapes you drew are more complicated than that. Here it is in 3 SOPs. Start with a grid, add a sort sop and in that randomize the primitives based on the frame number, then add a blast SOP and delete non selected with 0-10 primitives if you want 11 polys. What it looks like you drew is more like 4-5 segmented lines radiating out from a center. Each line randomly rotates. Then all the points are fused on a grid. Squares, the size of the grid, are copied to each point. And bingo. But that's going to vary the number of points. Edited October 22, 2014 by kleer001 Quote Link to comment Share on other sites More sharing options...
Artem Smirnov Posted October 22, 2014 Share Posted October 22, 2014 Hi, you can use grid snaping in fuse sop. But it not always work as expected... randShapes.hip Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 23, 2014 Share Posted October 23, 2014 On second thought you can also animate a Mountain SOP after a poly Circle, just set the normals to the transform position. Quote Link to comment Share on other sites More sharing options...
prashantcgi Posted October 24, 2014 Author Share Posted October 24, 2014 That seems pretty simple, with just those parameters. But the shapes you drew are more complicated than that. Here it is in 3 SOPs. Start with a grid, add a sort sop and in that randomize the primitives based on the frame number, then add a blast SOP and delete non selected with 0-10 primitives if you want 11 polys. What it looks like you drew is more like 4-5 segmented lines radiating out from a center. Each line randomly rotates. Then all the points are fused on a grid. Squares, the size of the grid, are copied to each point. And bingo. But that's going to vary the number of points. Thanks Kleer! i tried your method , the problem is it gives seperate faces and in some randomization steps they are completetly apart from each other which is not solving my objective. Quote Link to comment Share on other sites More sharing options...
prashantcgi Posted October 24, 2014 Author Share Posted October 24, 2014 Hi, you can use grid snaping in fuse sop. But it not always work as expected... Thanks Artem!! This is kind of helpful!!! Still thinking whats the bestway to achieve this. The good part of your method is that the point number remains same. Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 24, 2014 Share Posted October 24, 2014 Maybe you could draw some shapes for me that demonstrate the qualities you're looking for? The ones you originally gave don't have the same point count. That's if you could the points as they align to a grid or just the 90 degree corners themselves. Or can you tell us what you're using it for? It's a little hard just to guess at your constraints. I'm totally happy to help, I just need to know what you need Thanks Kleer! i tried your method , the problem is it gives seperate faces and in some randomization steps they are completetly apart from each other which is not solving my objective. Quote Link to comment Share on other sites More sharing options...
prashantcgi Posted October 27, 2014 Author Share Posted October 27, 2014 (edited) Hi Kleer! please check the attached image. These shapes are all revolving in circle with sweep on it Edited October 27, 2014 by prashantcgi Quote Link to comment Share on other sites More sharing options...
kleer001 Posted October 29, 2014 Share Posted October 29, 2014 (edited) Ok, I think I see how you're constraining your randomness. Here's a shot. It's easier to show than tell. You'll just need to be careful of the fuse SOP because if your source points are too close to each other you'll lose the same point count. So, don't randomize your points further than half their starting distance. Cool? If you need thin flat edges like your drawings you'll want to start with a modified circle, flattening one of the side. Try playing with the normals too. randomPoints.hip Edited October 29, 2014 by kleer001 Quote Link to comment Share on other sites More sharing options...
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