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Yes of course, I will post something asap !!
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Will you post something this week?
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Hi Bennell,

I've got some other work stuff to do first so maybe somewhere toward the end of this week
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Hi Bennell

I've been super busy with work, 3-4 different projects but I will pick this up soon
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That's a lot of projects!
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Yes, some pretty short but still, it was intense It's a bit more relaxed now
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Are you done with your projects or are you still working on them?
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Hi !

Wow, it's been a while since I've worked one this. Also moved to a new apartment and stuff. Surgery tomorrow to have my wisdom teeth removed. So, hang tight, I will pick this up again
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Still nothing.
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Howdy ! Yeah, I haven't forgotten though..
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Here's a render: scales are being "grown". I'll post a screengrab of a animated version so you can see more clearly
what's going on

Attachments:
13.png (5.3 MB)

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Can you explain or show how you grew those scales?
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So my approach before was creating intersecting circles and then calculating the intersections, it works but was way too slow for my liking. My new approach is to create non intersecting circles and in either a solver or a for loop, gradually increase their size, checking per point if the closest other point is part of the same primitive or not. If it is, keep increasing the size, if it isn't, average the positions. That's it in a nut shell. . I've been working on and off on this for a couple of months but then I found this approach. Quite elegant, simple and fast. It takes 4-5 sec for 9000 scales on a fairly old cpu so.
Edited by Wout Tengrootenhuysen - 2021年2月21日 16:07:18

Attachments:
Growing_scales.mp4 (2.0 MB)

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Awesome! I have a couple of questions for your scale groom.

1. How did you displace those circles?
2. How are going to add textures to them?
3. How will you use curves to influence flow and intersection?
4. Will those circles have parameters?
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1) Move points outward along the vector : circleMiddle to Point
2) add uv's, I'll havee to look into it a bit more
3) Working on that, it's crystalizing, I think I have a good approach almost..
4) What kind of parameters ?

Right now I'm thinking, create Hero scales, the ones you wanna place by hand, control their size, shape etc. Then run the solver on them and fill in the gaps, hero scales don't move or grow, but are affected when other scales come near. Something like that.
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Sure
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Great! Can't wait to see you do more.
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One more thing, how are you going to get the scales to stay attached to a mesh?