Procedural Topo Pack

Plugins linking to this thread: (hide)

Procedural Topo PackAuthor: Constantine Tarasenkov
Updated Feb 2013 Various ICE topology compounds that I made for last months. Fully compatible with SI 2012. After installation they can be found in Context, Interactive and Topology categories of the Tool tab menu.

Contents: Build Array from Set Node (for Softimage 2012), Array to Edge Set, Array to Polygon Set, Array to Sample Set, Array to Vertex Set, Build Array per Edge, Build Array per Point, Build Array per Polygon, Build Array per Sample, Delete Topology, Disconnect Islands, Get Edge Position, Set Edge Position, Get Polygon Position, Set Polygon Position, Polygon Index to CAV, Vertex Index to CAV, Select Polygons Interactive, Slice to Pieces, To per Edge, To per Point, To per Polygon, To per Sample

The recent updates from the si-community thread linked below include: Greeble, Slice on Cubes, Extract Polygon Island, Split Edge Equally

local backup: ProceduralTopoPack.zip

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 12 Dec 2012, 22:52

Image

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 23:38
Location: St. Thomas, Ontario
Contact:

Re: Procedural Topo Pack

Post by Daniel Brassard » 12 Dec 2012, 22:55

Thanks Constantine for the topo pack.
$ifndef "Softimage"
set "Softimage" "true"
$endif

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 13 Dec 2012, 10:34

Stop thanking me, everybody, show the pictures and ask questions :D

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 09:44

Re: Procedural Topo Pack

Post by Bullit » 13 Dec 2012, 20:35

Maybe a dumb question , but what is the true node there, i don't remind it.

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 13 Dec 2012, 21:44

Bullit wrote:Maybe a dumb question , but what is the true node there, i don't remind it.
It's just a limitation of old version, I fixed that already. If you left Clamp parameters at False value all the polygons would scaled and transform. Bu they're not now.

Image

Also Extrude Islands returns proper Top and Side clusters now, please redownload the topo pack and test it if you have a chance

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 09:44

Re: Procedural Topo Pack

Post by Bullit » 14 Dec 2012, 01:36

I think i am too green in ICE for this, i thought node "to per point" was to change for example context from polygons to per point but i was unable to do it.

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 14 Dec 2012, 06:12

Bullit wrote:I think i am too green in ICE for this, i thought node "to per point" was to change for example context from polygons to per point but i was unable to do it.
To change context from polygons to vertices you have to build array from set of PolygonToVertices attribute and use "Array to Vertex Set" compound

Image

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 09:44

Re: Procedural Topo Pack

Post by Bullit » 14 Dec 2012, 13:26

Thanks. I'll go now studying how changing context works.

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 17 Dec 2012, 01:20

Greeble. Well, sort of, some of the features are missing (instancing on top of extruded polygons), they were cut for performance reasons, but still.

Image
Image
Image

Pocedural Topo Pack is updated, download it first.
Attachments
Greeble.zip
(85.44 KiB) Downloaded 571 times

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 23 Dec 2012, 22:50

Sometimes you should feed a constant set of polygons to make Extrude Islands work. It can be done by building array from polygons you want to extrude and converting the resulting array to set via Array to Polygon Set compound, like so:

[rimg=800]http://img688.imageshack.us/img688/794/9d8e5b334523418ea429bb2.png[/rimg]

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 31 Dec 2012, 01:25

Iterative fracture example with use of Slice Topology node.

Image

Procedural Topo Pack is updated!
Attachments
Slice on Cubes.xsicompound
(18.42 KiB) Downloaded 314 times

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 09:44

Re: Procedural Topo Pack

Post by Bullit » 02 Jan 2013, 05:00

This looks very nice, could you do it just partially?

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 02 Jan 2013, 11:58

Bullit wrote:This looks very nice, could you do it just partially?
Sure

Image

[rimg=521]http://i.imgur.com/Np8Qy.png[/rimg]
Attachments
Extract Polygon Island.xsicompound
(46.16 KiB) Downloaded 317 times

User avatar
Rork
Posts: 1359
Joined: 09 Jul 2009, 08:59
Location: Close to The Hague, Netherlands
Contact:

Re: Procedural Topo Pack

Post by Rork » 02 Jan 2013, 20:01

nice!

thanks for all these goodies! :)
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 09:44

Re: Procedural Topo Pack

Post by Bullit » 03 Jan 2013, 01:46

:D haha! curious about the bunny inside the bunny did you made it on propose? Did you extruded polygon islands?

Does it needs Momentum?

iamVFX
Posts: 697
Joined: 24 Sep 2010, 18:28

Re: Procedural Topo Pack

Post by iamVFX » 03 Jan 2013, 13:32

Bullit wrote::D haha! curious about the bunny inside the bunny did you made it on propose?
No, you should remember that is not a boolean operation, the inner bunny generated automatically by the inverse extrusion, you can check how it works in a compound
Bullit wrote:Does it needs Momentum?
Of course not, you can use it for other types of effects, if you find any :D It's so useless, I'm currently trying to figure out why did I spend so much time on this. Anyone tried Grasshopper?

Post Reply

Who is online

Users browsing this forum: No registered users and 24 guests