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Old 09-06-2012, 02:22 PM   #16
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It's actually pretty hard to find a word that says it really. The words that I've found don't really get the point across.
Anyway, I thought Forked lightning doesn't say it all but I took fork and added a personal touch that would make the customer feel at home and came up with.
'Fork you' Catchy and personal. You'll sell millions.
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Old 09-06-2012, 02:26 PM   #17
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Quote:
Originally Posted by NWoolridge
Dendrite comes from a Greek root (dendron) that means "tree".

How about "arbor"? That means branched structure.

Neuroscientists talk about the arborization of neurons...

The holy grail (ok, one holy grail) for medical animators (a lot of whom use C4D) is a growing, branching connected mesh for growing arteries, neurons, etc. Very much like your lightning mesh object, but with the branches connected to the main branch so that the branching is smooth; if something like that is possible (I know it wouldn't be easy!), it would be amazing!


Looks great Rui!
(just brainstorming...) It would also be amazing if the branching could be made to grow along a selected polygon surface....a bit like Ivy Grower. Imagine the possibilities

Cheers / Alex
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Old 09-06-2012, 11:49 PM   #18
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Damn! Where was this a couple months ago! Agreed 100% that this would be perfect for creating networks of arteries and veins, and other organic, body structures for medical animations (and more).

Showing arterial growth was a huge hurdle I had to overcome. I eventually used IvyGrower (because it has a mesh generator, not unlike yours), but it was a chore, and not nearly as flexible as this seems to be.

The only other suggestion, would be if you had the ability to create the route (perhaps using edges, or splines) and could "grow" it along a polygonal/NURB surface. That would bring this utility to top-notch.

My wallet stands at the ready! Great work, yet again, Rui.
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Old 09-07-2012, 12:12 AM   #19
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Quote:
Originally Posted by rui_mac
So, the name "Lightning" can be restrictive. Would you guys like to propose different names that this tools could have?

Rui Batista


Off the top of my head:

Sprout (Spline + Route)?
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Old 09-07-2012, 01:11 AM   #20
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One of the biggest problems I have with any of the branch growing solutions out there is the "crotches" (where the branch attaches to the trunk) never look quite right. There's always a hard seam or something about it that doesn't look quite like organic branches. If you could perfect that, medical animators would flock to this. Great work! Keep it up!

T
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Old 09-07-2012, 03:29 AM   #21
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Quote:
Originally Posted by Troyan
One of the biggest problems I have with any of the branch growing solutions out there is the "crotches" (where the branch attaches to the trunk) never look quite right. There's always a hard seam or something about it that doesn't look quite like organic branches. If you could perfect that, medical animators would flock to this. Great work! Keep it up!

T


+1

Yes, the "junctions" of the mesh in most low-end branching solutions, and even any C4D native method always creates overlapping geometry where the new branches sprout from. But at least you have an object that will sweep the spline, and taper and grow it properly; that's 75% of the blood, sweat and tears for me when trying to come up with a solution.

I've had *some* success using the Connect Object, but it's computationally heavy, doesn't produce clean geometry, makes a mess out of finer areas, and I'm not sure it retains proper UVs, etc.

Of course, the DPIT Effects Plant generator creates a mesh that smoothly transitions from the parent branch -- like a sub-divided extrusion of a single mesh. Perhaps it's one of those things that really requires coming up with a new way to mesh sweep'd splines and not doable at this level. But really, at least this is a major boon over IvyGrower, and other such workarounds.

Looking forward to your progress and eventual release.
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Last edited by cmyk : 09-07-2012 at 03:35 AM.
 
Old 09-07-2012, 07:05 AM   #22
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Quote:
Originally Posted by cmyk
+1

Yes, the "junctions" of the mesh in most low-end branching solutions, and even any C4D native method always creates overlapping geometry where the new branches sprout from.

Of course, the DPIT Effects Plant generator creates a mesh that smoothly transitions from the parent branch -- like a sub-divided extrusion of a single mesh.

Looking forward to your progress and eventual release.


I've not looked at DPIT plants for a while - I thought this was still done as a workaround internally optimising rather than a true branch ?

And as already said - a true branching mesh would be most welcome for all medical animators. Maxon really missed a trick not creating an object to do just that when the introduced mospline/L-System.
 
Old 09-07-2012, 04:05 PM   #23
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Quote:
Originally Posted by deepshade
I've not looked at DPIT plants for a while - I thought this was still done as a workaround internally optimising rather than a true branch ?

And as already said - a true branching mesh would be most welcome for all medical animators. Maxon really missed a trick not creating an object to do just that when the introduced mospline/L-System.


Agreed.

And yeh, for DPIT Plants, when I was experimenting using it for creating an arterial network, creating the splines was less intuitive than Rui's approach, but to be fair, it's filled to the brim with controls more geared toward creating plants and trees. And in that respect, I find it much more intuitive and powerful/controllable over Xfrog.

Anyhow, I'm not sure how much of an internal workaround it is, and it's true that DPIT's "Qaudtree" mesh function only works on a "Tree" object (that is, if you convert it to actual splines, you're SOL). But if something can be worked out along the lines of generating a "quadmesh" as seen in this quick screen recording I made to Rui's plugin, I'd gladly sell a kidney or three for it.

No pressure, Rui.
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Last edited by cmyk : 09-07-2012 at 04:12 PM.
 
Old 09-08-2012, 02:31 AM   #24
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Current state of development:

https://vimeo.com/49054708

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Old 09-08-2012, 03:11 AM   #25
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Quote:
Originally Posted by rui_mac
Current state of development:

https://vimeo.com/49054708

Rui Batista



This is fantastic Rui!

Sign me up
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Old 09-08-2012, 03:19 AM   #26
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Quote:
Originally Posted by rui_mac
Current state of development:

https://vimeo.com/49054708

Rui Batista


Joel said it before me . Fantastic work, Rui! We'll buy as soon as you complete! Well done! Next make a fluid simulator
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Old 09-08-2012, 08:27 AM   #27
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Quote:
Originally Posted by rui_mac
Current state of development:

https://vimeo.com/49054708

Rui Batista



Hi Rui


Its looking great - already convinced to buy it. One last suggestion. A way to attach 'other' forkroot objects to positions on branches. Multiple branch levels would be a nice option, but tend to look very tree like, whereas other natural forms often go off in detail on one or two branches.
 
Old 09-08-2012, 10:13 AM   #28
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Probably, in the next version I will add multi-branching.
I learned a lot coding this but a multi-branch option will require a different approach (most probably recursion).
As I said in the video, I'm currently working on a large project and coding is just done in my "spare" time, to relax :-)

Rui Batista
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Old 09-08-2012, 10:26 AM   #29
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Quote:
Originally Posted by rui_mac
Probably, in the next version I will add multi-branching.
I learned a lot coding this but a multi-branch option will require a different approach (most probably recursion).
As I said in the video, I'm currently working on a large project and coding is just done in my "spare" time, to relax :-)

Rui Batista


Spare time
Understand that one

At least (from the feedback) you can see this is something that is worthwhile investing some of that spare time in.

Let us know if you want any more feedback

atb

Paul
 
Old 09-08-2012, 11:48 AM   #30
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Your plugin looks Awesome.
Makes it sooo easy to generate branches.

-Niklas
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