Search found 1514 matches

by rray
19 Feb 2018, 17:32
Forum: Materials & Shaders
Topic: Polygon colours from gradient
Replies: 6
Views: 164

Re: Polygon colours from gradient

Context in ICE is tricky.. the concept is great though. There could be user friendlier methods but these would require memory stored for all kinds of lookups and also some pre computation time
by rray
19 Feb 2018, 11:48
Forum: Materials & Shaders
Topic: Polygon colours from gradient
Replies: 6
Views: 164

Re: Polygon colours from gradient

Hi tarkovsky, there's a gradient node directly in ICE, when you plug the polygon's Y position into its input, it will be in polygon context.

Then you can connect it to the "Build array from set" node that you already have
by rray
17 Feb 2018, 21:08
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Something had to be done about normals :-j auto ones turn out horribly when bevel setting is low. Found something on "face weighted normals" that should fix that. That method makes each point's normal the average normal of it's neighbor faces (as usual), but weighted by their area (not usual) The we...
by rray
16 Feb 2018, 02:43
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

finally for the first part, building the indices for collapsing the top edge points (see viewport in screenshot) Done 4 times with a repeat node. The repeat's CounterValue is subtracted from 3 so the highest indices are collapsed first (collapsing lower ones first would change the higher ones, then ...
by rray
14 Feb 2018, 21:10
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Hey that's cool :) I wasn't sure whether to merge the points first and then create the top polygon, or the other way round. Went for the other way round because when the top bevel subdivisions is 1 (hm should be actually 0), I'll need all the points, like in the case in the screenshot. Could find ou...
by rray
14 Feb 2018, 00:10
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Hey thanks very nice to hear. I like following tutorials made up of snacky bite-sized parts too that's why I tried it that way :)

Also keeps the work efffort low, few minutes-max half hour/day. Well let's see where this is going if anywhere xD
by rray
13 Feb 2018, 23:34
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Would be nice if there'd be some ICE-for-scene-graph too that could build clusters, objects and so on. Wohoo my first ICE Geometry :)) Next I'll have to add the top polygon and merge the points at the top since they're quads with 2 points on top of each other, and should be tris. Maybe I'll try to b...
by rray
13 Feb 2018, 23:25
Forum: Plugins
Topic: MX_Roundish Can't find it anywhere.
Replies: 6
Views: 74

Re: MX_Roundish Can't find it anywhere.

you're welcome
by rray
13 Feb 2018, 21:32
Forum: Plugins
Topic: MX_Roundish Can't find it anywhere.
Replies: 6
Views: 74

Re: MX_Roundish Can't find it anywhere.

This page is the plugin itself in binary form. I have no idea why this happens but it's not a problem.

You can download the local backup link with a right click, or you can drag and drop the link directly into xsi
by rray
13 Feb 2018, 18:45
Forum: Plugins
Topic: MX_Roundish Can't find it anywhere.
Replies: 6
Views: 74

Re: MX_Roundish Can't find it anywhere.

Hi,

you can find it in our Resource section (link at top) . In the filter box, enter roundish. The maxoflab site is down but the "local backup" link still works.

It will open a property page with some settings (offset etc) when you call it (modify->polymesh)
by rray
13 Feb 2018, 15:55
Forum: Finished Work
Topic: Some of my new work :)
Replies: 20
Views: 990

Re: Some of my new work :)

Very nice rendering! One very important element is missing though ;)
by rray
13 Feb 2018, 15:44
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

I think the closest thing to groups would be edge/poly/point clusters. But cluster membership is read only in ICE... it counts as part of the scene structure, so it can't be modified with an operator/ICE. You can use a boolean attribute with the name of the group which you set to true when the compo...
by rray
12 Feb 2018, 00:21
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Hehe :) Okay next is index array, for building a polygon I need point incices that look something like this: 4,5,14,13,-1 (two from current vertical strip, then two from next vertical strip inverted order, then -1 to mark the end of the polygon). The +10 offset is probably the same as the number of ...
by rray
10 Feb 2018, 18:47
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Switched to using rotate instead of subtraction so the points are all ordered clockwise which makes it easier to build the index array later...
by rray
09 Feb 2018, 03:00
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Joined, thanks for the invite link.

About the tutorial, thanks! But not so sure if this is going anywhere that doesn't look like a dead end :D
by rray
08 Feb 2018, 23:37
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 715

Re: ICE gurus assemble!

Compounds with two inputs like "Rotate Vector" still work when both input types are arrays. They go through the arrays element by element then, 1st by 1st, 2nd by 2nd etc. until the end of the smaller array is reached (if both are not the same length) That can be used for rotating the profile. The i...