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Old 04-03-2013, 01:23 PM   #16
davius
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Paul, sorry to ask, but how do you implement a KD Tree in Max?
 
Old 04-03-2013, 02:20 PM   #17
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What is a KD treee anyway? Haven't been using Max for a while, that something new or was it in the program before release 2011?
 
Old 04-03-2013, 02:34 PM   #18
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KD tree is a manner to organize objects in a "Tree" array fashion. It's meant to allow for fast searching of specific objects by obeying certain conditions while searching. It basically discard a whole bunch of objects which don't fit your search requirements in order to speed things up instead of testing every and single object to see if it fits your searching criteria.

At least that was what I understood from Wikipedia
 
Old 04-03-2013, 04:10 PM   #19
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Yup, that is a good explanation of it. It is not a feature in Max it is programming method for searching data. In this case the data was 6000+ feathers. It is similar to an Oct Tree but uses a balanced approach. First time that I really had to write one that needed to be really quick. I still think that what I'm doing can be made faster.
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Old 04-03-2013, 05:59 PM   #20
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Thanks for the explanation.
 
Old 04-04-2013, 12:04 AM   #21
davius
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Can you teach us how to do a KDtree (or point to a place so one can learn about it)?
 
Old 04-05-2013, 01:40 AM   #22
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Well I can teach just about anything that I know but I would have a lot of writing that I do t have time for to try and explain it in depth. So here is a description of how to visualize it.

Lets say you have a box full of those foam things. You stick your hand in and point your finger at one, we need to find out which one you touched. We could check each one till we find it but that would be really slow if we had to do it over and over.

So lets sort the data first. Lets put a divider down the middle of the box front to back. So now instead of checking all the foamies we first check to see if our finger is on the right or left side of the divider, then we only need to check half of the foamies.

How lets split each half side to side as well. Note that in a KD tree we always want the same number of items in each half. So now we check if we are on the right or left and then front or back. We are down to 1/4 of the searching.

Now cut each top to bottom an then start again and keep subdividing to a point where you and the least amount of testing possible. You can over subdivide of course.

Does that help?
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Old 04-05-2013, 08:11 AM   #23
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Nice Pen,

Here is another nice tool:
https://vimeo.com/61134075

Also check out his snowgun:
https://vimeo.com/61919839

Too bad these tools have to be scripted by hand, are Ephere Cortex or Thinkbox Genome allready capable of creating similar tools?
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Old 04-05-2013, 11:26 AM   #24
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Wow, great tool! Do keep us posted if and when it becomes available. I'd love to get my hands on it, since I actually do have a project coming up where something like that would be a real help.

Cheers!
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Old 04-05-2013, 11:44 AM   #25
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Clovis does great work. That snow gun is really cool. Love to know who he got that working.
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Old 04-05-2013, 06:03 PM   #26
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Cool tool Paul! Nice work
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Old 04-06-2013, 02:48 AM   #27
davius
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Yes! That helps! But I still don't know how one would implement that in Max. Does this kdtree gets called eachtime you click to comb the feathers?
 
Old 04-06-2013, 12:37 PM   #28
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This got to be a dream come true!
Congratulations Paul, incredible work, Autodesk should knock on your door
any time now!

Cheers!
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Old 04-06-2013, 03:07 PM   #29
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Yes the tree is searched as the brush moves over the surface. This is why it needs to be fast. It is only initialized once and then searched constantly.
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Old 04-07-2013, 06:31 PM   #30
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Very nice!
Had a few suggestions but they were basically all covered til the end of the video.

Is the density calculated purely per brushstroke or does it take already painted feathers into account?
 
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