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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 25 May 2012, 23:23 
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Thanks for sharing... :ymhug:
(and lets move on, no permanent damage done as far as I'm concerned!)

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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 26 May 2012, 05:03 
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Good stuff. Thanks for sharing with the community. Please continue to release tools!

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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 08 Jun 2012, 20:38 
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Guillaume wrote:
The only way is to use a repeat node.

Stephen wrote:
You can’t get different extrusion lengths for different polygons without using the Repeat node.



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Last edited by iamVFX on 13 Oct 2012, 23:04, edited 1 time in total.

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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 09 Jun 2012, 15:00 
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Does it work if you want more subdivisions per extrusions or if you want to extrude per group of polygons instead of per polygon ?


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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 10 Jun 2012, 03:59 
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It is possible. But I use my own extrusion compounds for this, it gives me more control over the subdivision and inset parameters. Example above should give you a clue how to make it by yourself.


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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 06 Aug 2012, 18:56 
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Location: Brussels, Belgium / London, UK
oh this!

am trying (and failing) to change the size of a polygon based upon its original area and an extrusion length that changes over time. I've completely missed this thread and see Constantine has made / added / improved the topo nodes. :ymhug: Ive got and installed them on 2012 SP1 (thank you) and now trying to figure out how to make the Islands extrude node from the screenshot iamVFX showed above.

see my example pic explaining what Im trying to achieve. what happens currently is on the left, what I would really like to happen is on the right - if the extrude length is small then I want to shrink the area of the polygon if the extrusion length is big I want to grow the polygon area size.

At the moment I do not have a single clue how to do this with the Topo nodes provided as my topo context jumping skills are non existent - well I can randomly select polygons to extrude now at least. (thanks to Mr S. Blair)

As there is no (default) polygon position and the attribute that could have helped polygonArea is read only! - it look's like iamVFX's ProceduralTopoPack can help me achieve this, just trying right now to figure out how his 'Islands Extrude' node is made by copying the tree above this. but he does mention making his own extrusion node to take into account further subdivisions - any help or pointers are appreciated


Attachments:
extrude_length.jpg
extrude_length.jpg [ 68.08 KiB | Viewed 334 times ]

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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 07 Aug 2012, 01:35 
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The key idea here is that I chose the path of temporary destroying data of the topology*. All things that you have to save (clusters, for example) depends on polygon indices, so I convert them into arrays and store them in custom attributes. After the topology manipulations I apply data back by the most awesome underestimated node of all time "Find in Array", that can do unbelievable things if array's size matches the size of per component's data, look here for example: http://www.si-community.com/community/viewtopic.php?p=19395#p19395

*Because it'll be destroyed no matter what, most of the ice topology operations changes the order of indices.

Here those compounds, I don't need them now, I was making sure that someone will be interested in having them.

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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 07 Aug 2012, 03:07 
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iamVFX, thanks! for sticking around and also sending the island extrude compounds. but when I connect these to a simple grid with a cluster like in your pic they are red, I need to define this.PolygonIslandIndex and this.__PolygonIslandData beforehand somehow? in your example you have a cluster - which I have in my grid and have isElement connected but there has to be another step I'm missing defining these extra attributes. Do I need to make them from Find in Array node like you mentioned?


Attachments:
init_islands_red.jpg
init_islands_red.jpg [ 201.9 KiB | Viewed 296 times ]

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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 07 Aug 2012, 03:14 
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There is "Elements to Island Index" compound that you should put into a user folder and refresh compounds list. Copy the log and post it here if it's not related to this error, since I can't install Softimage. Ever again.

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 Post subject: Re: Set Polygon/Edge Position
PostPosted: 07 Aug 2012, 03:28 
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I put all the compounds in the user Compounds folder under a folder called ProceduralTopoPack and refreshed the compounds list before trying to use them , they are installed and are available in the compounds list. including the recent .rar which has "element to Island index.xsicompound "

just checked my logs though and yes


' WARNING : 3000-EDIT-AddICECompoundNode - Could not find node : Create Polygon Island Index
' WARNING : 3000-EDIT-AddICECompoundNode - Could not set value on [Create Polygon Island Index 13].Reference

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