Simon van de Lagemaat

Simon van de Lagemaat2

About Me



Recent Forum Posts

Maintain id after deletion for point replicate July 16, 2017, 8:50 p.m.

I'm using the point replicate node after a delete node and want to maintain point id's after the delete so the point replicate doesn't change frame to frame. I can set a constant attribute and carry that over but how do I write to the id attribute or keep it stable?

A: Set the id attrib yourself… derp. I had tried that earlier for some reason and it wasn't working. This would be a handy feature for the delete node.

Find shortest path with unique points per path July 5, 2017, 5:34 p.m.

I am trying to use Find Shortest Path in a way that doesn't produce overlapping paths - each path goes through unique points.

My thought is to use a for next loop for each pair of points and to progressively remove the previous paths points from the source geometry for each iteration.

Is this overkill for what I am trying to achieve? I see a lot of options in the Find Shortest Path node for avoiding edges/objects and path costs but I am not sure how I can progressively iterate over those as the node seems to take all at once.

Would any one have any suggestions for a workflow for this?

If you're only worried about the overlapping curves you would need to fuse the points and then merge the overlapping polylines which I'm not quite sure how that works.

IMO the fuse node should do that but it appears not to. I'm unaware of the node that can get ride of overlapping two point polygons.

Tree Simulation Breakdown June 21, 2017, 12:22 a.m.

Jose Perez2
Hi it looks nice result.

How do you get the centre curve spine?

Anybody can describe that process for me? Thanks.

Did you finally get an answer for that?.. Im with the same setback…

In the vimeo comments.

“The geometry speedtree outputs has the same amount of points on the profile of each brunch. So if let's say each branch is made of 12 sided tubes, then you can iterate through all the points and find the average position of every 12 points and create a point there. In the end connect all the points on every brunch and you get a nice curve in the center line. Then the trickier part is how to connect those to their parent branches. You can find the closest point to the root of each branch, but you should first calculate the depth of each branch, so you only look at parents. You may get better results if you adjust the position you look for, by adding the tangent of the curve itself, so you dont get sharp angles.
That's at least how I approached it last time I did something similar. Not sure if it's exactly the same methodology here.”