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Procedural Topo Pack

Posted: 12 Dec 2012, 07:27
by iamVFX
A set of nodes which I made to reduce frustrations of context conversions and do perfomance critical job.

No stupid names or colors were chosen. No repeat or while nodes were used. Fully compatible with Softimage 2012.

Lastly updated: 24.03.2013

Download: ProceduralTopoPack.zip

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Re: Procedural Topo Pack

Posted: 12 Dec 2012, 09:54
by ChrB
Thank you very much, a very useful set of nodes!

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 10:48
by Pancho
Thanks for sharing!

Just a quick question as it seems that you are deeply involved into this subject.

Is there a way to triple subdivide a whole mesh? Instead of subdividing each polygon into 4 new polygons, have nine of them? So each edge would be divided into three "subedges"?

Thanks so far!

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 11:57
by caledonian_tartan
cool! big thanks!

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 12:39
by fabricio.chamon
Very nice! Thanks a lot for sharing!

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 13:58
by julca
Cooouul ! Thanks for sharing !

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 14:01
by iamVFX
Pancho wrote:Is there a way to triple subdivide a whole mesh? Instead of subdividing each polygon into 4 new polygons, have nine of them? So each edge would be divided into three "subedges"?
I'm not figure out how to do so procedurally yet. And I will probably won't, it's not the topic I'm interested in. You *could* disconnect edges and dice polygons how much you want, but you have to use standard weld operator then, since ICE one is a garbage, it accepts only one pair of vertices at once and since I'm not using repeat nodes anymore I can't do anything here. You can also use EdgeIsHard attribute, but it will cause crash on Softimage 2012.

Today I will show some cool examples with use of these nodes, many of them accept per polygon data so you can do stuff that was not possible before

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 14:17
by csaez
iamVFX wrote:You *could* disconnect edges and dice polygons how much you want, but you have to use standard weld operator then, since ICE one is a garbage, it accepts only one pair of vertices at once and since I'm not using repeat nodes anymore I can't do anything here.
Here's a clever approach by Julian Johnson (without repeat node) :)
http://groups.google.com/d/msg/xsi_list ... JEIOYm3n4J

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 15:26
by iamVFX
csaez wrote:
iamVFX wrote:You *could* disconnect edges and dice polygons how much you want, but you have to use standard weld operator then, since ICE one is a garbage, it accepts only one pair of vertices at once and since I'm not using repeat nodes anymore I can't do anything here.
Here's a clever approach by Julian Johnson (without repeat node) :)
http://groups.google.com/d/msg/xsi_list ... JEIOYm3n4J
Thanks for pointing that out, Cesar! Indeed, it's simpler to rebuild the whole mesh than use some of the standard ICE topology nodes.

So the answer to Pancho's question is: find people who's way smarter than me and use their compounds

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Re: Procedural Topo Pack

Posted: 12 Dec 2012, 22:19
by Bullit
Many thanks. Stuff that should been there from start.

Re: Procedural Topo Pack

Posted: 12 Dec 2012, 22:52
by iamVFX
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Re: Procedural Topo Pack

Posted: 12 Dec 2012, 22:55
by Daniel Brassard
Thanks Constantine for the topo pack.

Re: Procedural Topo Pack

Posted: 13 Dec 2012, 10:34
by iamVFX
Stop thanking me, everybody, show the pictures and ask questions :D

Re: Procedural Topo Pack

Posted: 13 Dec 2012, 20:35
by Bullit
Maybe a dumb question , but what is the true node there, i don't remind it.

Re: Procedural Topo Pack

Posted: 13 Dec 2012, 21:44
by iamVFX
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.

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

Re: Procedural Topo Pack

Posted: 14 Dec 2012, 01:36
by Bullit
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.