Thanks Hirazi and Chris for your words of encouragement, this is very much appreciated.
My goal is to provide information that will be useful for people interested in ICE Topology. This is not a basic ICE introduction obviously as the reader need some basic knowledge with ICE first (how to create an empty mesh, add an ICE Tree, search factory nodes, create compounds, export compounds and use them in the ICE Tree.)
I will try to be as clear and concise as I can in order to not loose the reader along the way (not a simple feat I may add, specially with math!)
The first few posts were to introduce the process of creating an ICE topology. I created the grid because it is the simpliest of the shapes and the basis of all kind of parametric objects (you will see soon enought how useful the above ICE compounds are).
You may have notice that one of the compound output is in u and v. The same data provided by that compound can be used for the texture space. Useful to know.
There is a set data node with a self.tmp input in my ICE tree. This node is for debugging purpose (i use it to check formula outputs and see if the numbers are not invalids). The node can be deleted before creating your final compounds.
Tonight I will post the "Parametric Sandbox" compound. This is in order to maintain consistency in the tutorial material and provide a stable environment for experimentation. The reader, if they follow the basic instructions, will be able to do experimentation and follow instructions quickly and fairly easily using the compound. The Parametric Sandbox is what is needed to start experimenting. There is a reason in my madness!!!
I hope this will be a useful thread for other to follow and hopefully, we may see interesting shapes popping up in the future. I do use some of those shapes in architectural representations using my good old plugin. ICE is becomming an extention of my tools because the feedback is immediate and I can modify the shape quickly to my needs. Maybe this thread will sparks some ideas, and yes the shapes can be made animatable!