Braider Beta


#41

Hi, Uwe

Note that a lot depends from how original polygons are organized/triangulated. Your frau is triangulated “in max style” (a new vertex is at quad center, create triangles). As we remember it’s Andersson triangulation but we can mistake. In any case it allows to use “Diagonal” Braider’s modes effectively.

If you want a “diagonal net” for a quad mesh, then create 2 Braider instances with “Diagonal 1” and “Diagonal 2” respectively that both uses same meshes. Specify “Offset” (like 0.5 - 1) for first or second instance only. At least it’s how it was originally designed :slight_smile:

As we understood, you want too much from modest lines. They are still lines, not a real geometry. They cannot create so thick tubes as you required :slight_smile:


#42

hmm, ok. they don’t seem so thick to me, but ok.

another problem:


TEXTURE PROJECT FILE

texture mapping when rendered seems to differ from the preview (a lot).


#43

Hi, Uwe

Why “Ok” if it’s not ok? :slight_smile: We just used info you gave. Your second image is really noised, but your “noise” prj is about other thing, right? Please synchronize image/prj, or, in simple words, show us what to kill

Where is “Disable UV” on your screenshot? You’ve not set “Use UV space” in Group Window (Shading Tab)? If so yes, different views are guaranteed in EI and Camera


#44

Hi, Brian

We aren’t sure, Brian, absolute not sure. Looks like he switched to trainer’s work and expertising of features in different 3d apps. Of course, that’s his right, he’s already created a lot of nice works.


#45

so, you HAVE to use UVs, no matter if you need them or not?
old style mapping doesn’t work without UVs on (Object info) and off (texture window)?

Why “Ok” if it’s not ok? :slight_smile: We just used info you gave. Your second image is really noised, but your “noise” prj is about other thing, right? Please synchronize image/prj, or, in simple words, show us what to kill

hmm??? i just downloaded the noise project to be shure and yes, it’s the same as the noise render. (???)


#46

Hi, Uwe

The Braider generates “output” UVs as:

u (x) - normalized value along current chain. The first point of chain has U = 0 and the last U = 1

v(y) and w(z) = 0 always

As we understand that’s “2” in your list. But we’ve no idea what is “1” :slight_smile: “map all wires/braider” = inherit original UV’s or what? Please be more concrete


#47

Hi, Uwe

Yes, technically it looks like: in Camera a plug-in reads what is enabled for generation: UVs, motion blur, vertices color etc. Unfortunately, in Camera “UV is enabled” even if “Use UV space” is OFF in Group Window. Plug-in can correct output (i.e. say to Camera about no output UVs) but not input.

No, we see no any noise. But texture “braider_desert.img” is missed. Maybe it’s the reason?


#48

hmm, the texture is just a transparency map on the source mesh (i used just a random map and haven’t included it for size reasons). even when removed i get the noise.

As we understand that’s “2” in your list. But we’ve no idea what is “1” :slight_smile: “map all wires/braider” = inherit original UV’s or what? Please be more concrete

yes, either inherit original UVs (if source has any) or lay out all wires (unwrap) into UV space.
(i know, i know :slight_smile: )

what i meant with option 2 is something like cylinder mapping for these virtual cylinders/wires. so that a rope texture looks right from any direction.
so i guess now we have three options :slight_smile:


#49

New Braider samples ala the Igors in the Paralumino Gallery.

www.paralumino.com


#50

Some images from Paul S.

www.paralumino.com


#51

nice Paul! i love the “B”. :slight_smile:

i wanted some animation features, so here we go: :wink:

forget the U and V i wrote before. somehow i was confused with the net-like wires of the girl mesh. so, now i understand that wires in one direction are the standart.
constant mode could be faked with clip-maps in most cases, but sequences not (at least if i don’t miss something here).
maybe the range value field could even be split up into start and end values? -> short lines flowing over the mesh.


#52

Hi, Brian

“It’s not enough to be a good player, need also to play well”


#53

Hi, Uwe

Hmmm… it remembers our old “DisAppear” plug-in. We need 1-2 days to think…


#54

Hey! …you guys are being way too cryptic and are making me think I’ve done something wrong.

It’s ok to directly say what you want:-)


#55

Guy, we want only you show us what you really can, not a render something between 2 caps of coffee :slight_smile:


#56

I have a few Q’s -

How does Braider react to GI ?

And how does Braider react to EI deformations ?

Also did i hear someone mention this plugin has reactive capabilities ?

Sorry if all or any of this has been answered already, i’m just catching up :wink:

thanks

Reuben


#57

I wasn’t sure what you were talking about so thanks for clarifying:-)

Sorry you didn’t like the pictures I did - I’ve only had the pluggin for about a day and am still learning what the controls do and making a visual record as I experiment with them. They did take longer to do than a couple of cups of coffee though.

I usually need to feel a little more inspired or more comfortable with the tools if I am to spend extended amounts of time working on an image. If this isn’t acceptable for the beta I understand and feel free to give me the boot then:-)

By the way, giving someone hell (or criticizing them publically) for not performing to some imagined standard usually doesn’t get them too excited about spending extra time on something:-)

Anyway, I understand you would like to see your tool used to it’s fullest as I can see you’ve put in lots of work to develop it - I’ll keep trying but you’ll have to promise me no more grumpy comments if I don’t quite live up to your standards. LOL


#58

Looking for promo images already huh :wink:

Got an interface shot ?

R


#59

Rueben…

Here’s a shot of the interface.


#60

Braider doesn’t actually create the rendered cylinders you see, that job belongs to Superlines, a shader designed to work with Braider’s line output. So without actual geometry, raytracing and GI results are going to be limited. Working on that. Braider analyzes its child’s geometry and generates a series of polylines based off the geometry’s topology, Superlines provides the cylinders complete with falloff and material properties.

Deformations should work just fine with Braider and yes, Braider possesses reactive capabilities. Check out some of Ian Water’s work earlier above.