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View Full Version : Fun with Nodes - Holo instancing, Batman!



spiroz
07-09-2008, 06:02 PM
As previously mentioned, here's a primitive instancing
made with nodes and some cubes. Nope, it's not anything
near real instancing like Happy Digitals, but a fun technique
which someone might find some use for some rainy day.

Note that these instances cannot recieve or selfshadow
and mess up real bad when intersected.

Also, this setup makes use of DP-kit and an Object ID-node
which I unfortunatly don't remember where i got it from.
The instancing will work without the latter tho,
just losing the random color part.

GregMalick
07-09-2008, 06:46 PM
Both those plugins are from the genius Denis Pontonnier.

http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html


oh yeah - nice work.. care to explain.
I'll be looking over the attachment tonite.

gerardstrada
07-12-2008, 08:04 PM
Really smart configuration, Spirosa! Thanks for sharing.

Btw, the very useful Object ID node it's courtesy of James Willmott:

http://www.symmetrix3d.com/index.php?page=plugins.php

Thanks to him as well :thumbsup:



Gerardo

GregMalick
07-12-2008, 09:38 PM
Aloha and thanks for the correction.

My apologies to James - no slight was intended. 8/

faulknermano
07-13-2008, 08:57 PM
spriosa, could you explain what the transform node does? been trying to look for some explanations in the docs but i couldnt find anything satisfactory.

the setup, btw, is cool and no doubt very useful. thanks.

spiroz
07-14-2008, 04:07 AM
*omitting bad Michael Bay-joke*

The transform 2 node rotates a vector with the input
of three coordinates, Right, Up and Forward, while
the simple transform node transforms between Object
and World coordinates.

In this context the ray is rotated by the instance
coordinates, and the retrieved normal from the object
is transformed to World coordinates.

There are plenty of more stuff one can do with transforms,
however, the coordinates is the tricky part. Theoretically one could
do scaling, rotation and translation with it. Maybe someone more apt
in math could fill me in on this though..

zapper1998
07-14-2008, 04:50 AM
Thats really cool, thanks for the tips and stuff ...

Michael

faulknermano
07-14-2008, 04:52 AM
spirosa: thanks. i'd like to hear the michael bay joke, though. :D

adamredwoods
04-25-2009, 05:14 PM
I'm understanding some of this node.

The box around the object returns a -1 so the ray won't catch any other objects. Genius!
So then, when the node runs the ray trace, it returns -1 in the color, so that can be caught with the gradient filter and cause the pixel to be transparent.

World spot - ray source = direction vector (could be normalized). Then this is passed to the transform2, which basically rotates the direction vector based on the instanced item's rotation.

This gets me thinking and all.
So could this be used on hypervoxels?
Hypervoxels can use textures from a dummy object, by way of the hypervoxel surface shader "Surf Mixer".... and voila, nodes for hypervoxels.

adamredwoods
04-25-2009, 08:33 PM
Well, I tried to do what spriosa did and apply it to particles, via hypervoxels.

This was as far as I got so far.... thoughts?

pyo
06-22-2010, 09:02 AM
I was recently experimenting with this idea of "holo instancing" and here's where I've come so far:

With this concept I am able to render 6th level Menger Sponge on 32bit lightwave.

Before that I rendered it at 5th level but 32bit LW gave up and I had to do it on 64bit version. This 5th level Menger sponge had about 9 mln polys.

What we've got here is what it would look like if we had over 165mln !! quads of pure geometry.

Here are the pics. The inside view, full view and their wireframe versions before "instancing".
Enjoy

ASCIISkull
06-22-2010, 10:10 AM
All I can say is wow.

spiroz
06-24-2010, 09:12 AM
Very cool, pyo! :thumbsup:
Would love to see a zooming animation of the 6th level..

daforum
07-24-2010, 05:30 AM
Does James Willmotts Object ID Node work on Mac?

daforum
08-05-2010, 01:31 PM
Anyone?

inquisitive
08-05-2010, 01:56 PM
Looks like that link no longer works, anyone know a current one (to download Object ID node)?

Edit: found it.
http://liberty3d.com/?p=673

K-Dawg
08-09-2010, 05:59 PM
Thx for link. Too bad the Plug-In doesn't work for me :(

I Dled the x64 version, but when I want to Import in Layout I get an error that no Plug-Ins were imported :(

Greetz

daforum
08-30-2010, 09:04 AM
I guess not! :(

I should contact james willmott

Lightwolf
08-30-2010, 09:14 AM
The (free) db&w Tools include a similar node for all platforms. Have a look at my signature for a link.

Cheers,
Mike

daforum
08-31-2010, 02:03 AM
Thanks Lightwolf, i will download them now. :)

mijaba
05-28-2014, 08:13 PM
I'm sorry to be resurrecting this since everybody else has probably moved on-- but is there any way SPIROZ could post a pic of the node setup using the DB-W node instead of Jame's ObjectID node? (James doesn't seem to work)

gerardstrada
05-29-2014, 09:14 AM
You can connect Item ID output from the already used ItemInfo node to the Gradient input, instead of ObjectID node.
It's working in LW 11.6 at least.

http://s17.postimg.org/p2iwmf3h9/holo_LW116.png



Gerardo

mijaba
05-29-2014, 07:26 PM
Thank you, Gerard. What I'm trying to do is cook-up a virtual interior ala-vroom with nodes. I have no idea what I'm doing but I think your example will help get me going.

gerardstrada
05-29-2014, 08:58 PM
Good idea! In such case you might want to take a look at this node setup:

http://forums.newtek.com/showthread.php?86068-Fun-with-Nodes-UV-holo&p=719330#post719330

Thanks to Spiroz http://forums.cgsociety.org/images/smilies/smile.gif



Gerardo

p.d. sorry, didn't notice you already knew it.

erikals
05-30-2014, 07:19 AM
but i didn't... http://erikalstad.com/backup/misc.php_files/smile.gif

thanks for the link... http://erikalstad.com/backup/misc.php_files/047.gif

gerardstrada
05-30-2014, 08:15 AM
Thanks to Spiroz http://erikalstad.com/backup/misc.php_files/smile.gif

Very interesting :thumbsup:



Gerardo