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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
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iamVFX
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by iamVFX » 14 Dec 2012, 05:12
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

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Bullit
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by Bullit » 14 Dec 2012, 12:26
Thanks. I'll go now studying how changing context works.
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iamVFX
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by iamVFX » 17 Dec 2012, 00:20
Greeble. Well, sort of, some of the features are missing (instancing on top of extruded polygons), they were cut for
performance reasons, but still.
Pocedural Topo Pack is updated, download it first.
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iamVFX
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by iamVFX » 23 Dec 2012, 21:50
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]
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iamVFX
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by iamVFX » 31 Dec 2012, 00:25
Iterative fracture example with use of Slice Topology node.
Procedural Topo Pack is updated!
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Bullit
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by Bullit » 02 Jan 2013, 04:00
This looks very nice, could you do it just partially?
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iamVFX
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by iamVFX » 02 Jan 2013, 10:58
Bullit wrote:This looks very nice, could you do it just partially?
Sure
[rimg=521]http://i.imgur.com/Np8Qy.png[/rimg]
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Rork
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by Rork » 02 Jan 2013, 19:01
nice!
thanks for all these goodies!

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Bullit
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by Bullit » 03 Jan 2013, 00:46

haha! curious about the bunny inside the bunny did you made it on propose? Did you extruded polygon islands?
Does it needs Momentum?
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iamVFX
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by iamVFX » 03 Jan 2013, 12:32
Bullit wrote:
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

It's so useless, I'm currently trying to figure out why did I spend so much time on this. Anyone tried
Grasshopper?
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Bullit
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by Bullit » 03 Jan 2013, 14:45
I don't think it is useless, besides we never know what effect someone want. For example sucessive effects, a sort of matrioska of falling cubes...
Can you show the icetree of this one at top of this page:
Iterative fracture example with use of Slice Topology node.
Last edited by Bullit on 03 Jan 2013, 15:14, edited 1 time in total.
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rray
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by rray » 03 Jan 2013, 15:01
iamVFX wrote:
I can see this in a weight loss product spot

Nicely done, good to see something else than voronoi pieces shattered.
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Ramon
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by Ramon » 05 Jan 2013, 20:32
Slice on Cubes.xsicompound broke clusters information
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iamVFX
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by iamVFX » 05 Jan 2013, 20:40
It breaks cluster information, it breaks uv and custom normal maps because sometimes topology operations shuffles component index order in a chaotic and unpredictable manner
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druitre
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by druitre » 31 Jan 2013, 14:29
Hi Constantine,
is it possible to use Split Edge Evenly modulated by edgelength? (So the longer an edge is, the higher the nb of points.) I've been trying to get that to work but I'm afraid I'm too crap in ICE to figure it out. It must be something to do with context not being right (nb points is per object, edgelength is per edge element) but all my attempts at changing context have failed.
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iamVFX
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by iamVFX » 31 Jan 2013, 17:29
there's no time to explain