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lertola2
02-09-2018, 10:56 AM
http://forums.newtek.com/attachment.php?attachmentid=140043&d=1518198308

I have been experimenting with moving parts around in Lightwave 2018 and I thought I would share some results. In the past I had several jobs that DP Kit Part Info and Part Move nodes were very useful. I am disappointed but not surprised that they don’t work in Lightwave 2018. But I found that, using the new Mesh Part node in LW2018, I can get the same results. The attached file demonstrates moving, scaling and rotating parts. (For those who don't know parts are a group of polygons that are connected by shared points. All the arrows in the attached example are in one object layer. But each arrow is a separate part.)

Also the fact that you can have more than one nodal displacement per object is fantastic. In LW2015 you have to wire all your displacement functions together in one displacement network. This makes for large tangled networks are hard to understand. In LW2018 you can have a separate node network for each function. This keeps them smaller so they can be more understandable.

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Ztreem
02-09-2018, 02:03 PM
Nice! I like the solution with several nodal displacements.

djwaterman
02-09-2018, 04:32 PM
Well you showed us something good about the new LW, things like that should be highlighted.

gar26lw
02-09-2018, 11:27 PM
The deform nodes are really cool. Great with the modifier stack.

jeric_synergy
02-10-2018, 12:52 AM
Lertola, dude, thanks, you've done everyone a favor, not the least NewTek.

erikals
02-10-2018, 07:28 AM
Thank you lertola2, it is good to see that these operations are possible in LW2018.

somewhat related, here is a link to extrude operations in LW2018 >
http://forums.newtek.com/showthread.php?155789

raw-m
02-10-2018, 07:32 AM
Nice test, lertola2. Definetly check out N_As post in the thread erikals posted. Shame there is no time delay functions, that I can find, to add some offset/randomness in time.

BeeVee
02-12-2018, 03:26 AM
I have been experimenting with moving parts around in Lightwave 2018 and I thought I would share some results. In the past I had several jobs that DP Kit Part Info and Part Move nodes were very useful. I am disappointed but not surprised that they don’t work in Lightwave 2018. But I found that, using the new Mesh Part node in LW2018, I can get the same results. The attached file demonstrates moving, scaling and rotating parts. (For those who don't know parts are a group of polygons that are connected by shared points. All the arrows in the attached example are in one object layer. But each arrow is a separate part.)

Also the fact that you can have more than one nodal displacement per object is fantastic. In LW2015 you have to wire all your displacement functions together in one displacement network. This makes for large tangled networks are hard to understand. In LW2018 you can have a separate node network for each function. This keeps them smaller so they can be more understandable.


There is a user tutorial section in the docs here: https://docs.lightwave3d.com/display/LW2018/User-created+Tutorials. Just contact me...

B

lertola2
02-27-2018, 01:09 PM
With the help of Ben Vost I was able to put together a tutorial on parts in Lightwave 2018! Example scenes are included. Check it out:

https://docs.lightwave3d.com/display/LW2018/Move%2C+Rotate+and+Scale+Parts+in+LightWave+2018

http://forums.newtek.com/attachment.php?attachmentid=140392&d=1519761967

gar26lw
02-27-2018, 02:22 PM
very nice, lertola2, thankyou for doing that.

adk
02-27-2018, 02:53 PM
It's a fantastic tute Joe. Thanks a lot for your time and effort guys. Much appreciated.
Now to go through and absorb the whole thing :)

raw-m
02-27-2018, 03:10 PM
With the help of Ben Vost I was able to put together a tutorial on parts in Lightwave 2018! Example scenes are included. Check it out:

https://docs.lightwave3d.com/display/LW2018/Move%2C+Rotate+and+Scale+Parts+in+LightWave+2018

http://forums.newtek.com/attachment.php?attachmentid=140392&d=1519761967

Brilliant, lots to pour over there - MASSIVE thanks :D

UnCommonGrafx
02-27-2018, 05:52 PM
Joe,
An awesomeness amount of sharing there. Thanks!


Here's to hoping more of what is 'on the shelf' at NT land gets put into our hands with such ease of use.
Robert

daforum
02-28-2018, 12:16 AM
With the help of Ben Vost I was able to put together a tutorial on parts in Lightwave 2018! Example scenes are included. Check it out:

https://docs.lightwave3d.com/display/LW2018/Move%2C+Rotate+and+Scale+Parts+in+LightWave+2018

http://forums.newtek.com/attachment.php?attachmentid=140392&d=1519761967

Even though i haven't upgraded (yet!) there's still a great deal to like, learn and be inspired by from your docs.
Thanks :thumbsup:

erikals
03-01-2018, 04:58 AM
short msg, daforum, your inbox = full :)

daforum
03-01-2018, 05:12 AM
Ah, thanks erikals.....I have made room now!

raw-m
05-29-2019, 05:11 AM
Bringing back from the dead...! In the section where a texture is used to move parts, the the spot is subtracted by the Mesh Part's centre and fed into the textures Position. Its works really well but can't figure out what is happening. Can someone familiar with this explain how it works? I can see it has other uses but can't get my head around it :D

lertola2
05-29-2019, 06:44 AM
Bringing back from the dead...! In the section where a texture is used to move parts, the the spot is subtracted by the Mesh Part's centre and fed into the textures Position. Its works really well but can't figure out what is happening. Can someone familiar with this explain how it works? I can see it has other uses but can't get my head around it :D

How I think of it is the subtraction moves each point in a part to the part center. Then when that position is fed into the texture each point in the part gets the same texture value so in the end each point in a part is displaced the same as all its sister points. Does that make it clear? I have been told that I should work on the tutorial to make things clearer.

raw-m
05-29-2019, 06:55 AM
Thanks! I understand the subtraction and basically zeroing out the position. I’m not quite understanding how, when the texture’s bump output is connected, the parts look like they move back to their starting position with the addition of the texture. Other than that, it’s pretty clear :D

lardbros
05-29-2019, 11:29 AM
Hey, that's really neat... and thanks for sharing!!!

lertola2
05-29-2019, 04:56 PM
Thanks! I understand the subtraction and basically zeroing out the position. Iím not quite understanding how, when the textureís bump output is connected, the parts look like they move back to their starting position with the addition of the texture. Other than that, itís pretty clear :D

Yes that is exactly what happens if the Displacement output mode is set to Displace. If you double click on the output node you can choose either Displace or Set. If Displace is chosen then the output of the node network is added to the position of each vertex. If Set is chosen then the original position of the vertices are ignored and node network explicitly sets the position of each vertex.

raw-m
05-29-2019, 11:17 PM
I see, that’s the best explanation of that Set/Displace option I’ve seen! Thanks for clarifying.