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What to name new tool?
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paul_nicholls
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Joined: 05 Dec 2007
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Location: Hobart, Tasmania, Australia

PostPosted: Wed Mar 17, 2010 9:45 pm    Post subject: What to name new tool? Reply with quote

Hi all,
I don't know if you have been following this post:

http://www.delgine.com/forum/viewtopic.php?t=4168

but I have decided to add in a new tool that will 'warp' a primitive (grid, sphere, etc.) using noise (perlin, or fbm).

This means we can turn a flat grid into a chunk of terain, or a sphere type primitive into a round-ish rock, asteroid, planet, etc.

Anyway, I am thinking of calling the tool "Warp", and it can work on selected vertices, or a whole primitive...

Does this sound ok?

Please give feedback Smile

cheers,
Paul
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fik
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Posts: 303

PostPosted: Wed Mar 17, 2010 10:23 pm    Post subject: Reply with quote

I think this will be a great addition as a Tool maybe the name could be Distort a bit more descriptive ,but warp is good. Very Happy
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paul_nicholls
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Joined: 05 Dec 2007
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Location: Hobart, Tasmania, Australia

PostPosted: Wed Mar 17, 2010 10:34 pm    Post subject: Reply with quote

Ok, how about a vote Smile

1. Warp
2. Distort
3. Other name (suggest)

cheers,
Paul
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AWM Mars
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PostPosted: Wed Mar 17, 2010 10:55 pm    Post subject: Reply with quote

Warp gets my vote... to warp is to distort anyway..
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paul_nicholls
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Joined: 05 Dec 2007
Posts: 356
Location: Hobart, Tasmania, Australia

PostPosted: Thu Mar 18, 2010 4:58 am    Post subject: Reply with quote

Hi all,
I have now added a 'Warp' command (for whole selected primitives only ATM).

This will allow you to warp the selected primitives and create asteroids, terrain patches, etc.

For 'round' objects, you can select 'Outwards' for the warp direction, otherwise you can select the appropriate axis direction for flat objects (X+, Y-, Z+, etc).

It does work 'better' for round objects than flat sometimes, so the code may need some tweeking, but it is pretty good still I think Smile



I had some trouble with the Button on the frame so I moved it up to the top.

This was because in the default position, the button was overwriting some of the labels (yuck).

I have also added a 'W' hotkey to do Warp like Move and Scale...

Do people want me to check it in, or do a patch?

cheers,
Paul
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chronozphere
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PostPosted: Thu Mar 18, 2010 7:38 am    Post subject: Reply with quote

Waaaaaiiit.. I haven't commented on this one. Laughing

I'd definitely call it noise. To me warp sounds like stretching or bending geometry in a controlled way, not distort it. Also, this function is called noise in other populair 3d packages like 3ds max. Smile

Just my $0.02. Wink

P.S: It's great that you have managed to put this in. Very usefull tool Very Happy

It would be a good idea to let the user warp along the vertex normals. This will work for any kind of geometry. Cool

P.P.S: I'm actually amazed that DeleD didn't allready have this. Smile
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paul_nicholls
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PostPosted: Thu Mar 18, 2010 8:15 am    Post subject: Reply with quote

chronozphere wrote:
Waaaaaiiit.. I haven't commented on this one. Laughing


haha! thanks for the belated comments chronozphere Laughing

chronozphere wrote:
I'd definitely call it noise. To me warp sounds like stretching or bending geometry in a controlled way, not distort it. Also, this function is called noise in other populair 3d packages like 3ds max. Smile

Just my $0.02. Wink


hmm..I didn't realise it was called noise in other 3d packages...I will change the name to Noise instead of warp to better match other 3d packages Smile

chronozphere wrote:
P.S: It's great that you have managed to put this in. Very usefull tool Very Happy


P.S: thanks for the kind words Smile

chronozphere wrote:
It would be a good idea to let the user warp along the vertex normals. This will work for any kind of geometry. Cool


Hey, I hadn't thought of that...I will change the functionality Smile
As a bonus, it will reduce the Warp interface height by one control too!

cheers,
Paul
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paul_nicholls
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PostPosted: Thu Mar 18, 2010 10:28 am    Post subject: Reply with quote

Ok all, the tool name has been changed from Warp to Noise, it now uses the vertex normals of the primitives (no direction value required), and can be accessed via the 'N' key, or by the usual clicking on the button Smile

I have now checked in the changes...

http://sourceforge.net/tracker/?func=detail&aid=2971655&group_id=293758&atid=1241130

I will write some detailed instructions soon Smile

Enjoy!

cheers,
Paul
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AWM Mars
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PostPosted: Thu Mar 18, 2010 11:37 am    Post subject: Reply with quote

Actually noise maping is a way of producing say terrains in Blender, similar to height mapping etc etc.. seems there is a lot of terms used for it..
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chronozphere
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PostPosted: Thu Mar 18, 2010 4:38 pm    Post subject: Reply with quote

Great! Very Happy

Quote:

Actually noise maping is a way of producing say terrains in Blender, similar to height mapping etc etc.. seems there is a lot of terms used for it..


Yup, it's true. Different programs use different names for their tools. Allthough I do think you're talking about slightly different functionality here. Smile
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fik
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PostPosted: Thu Mar 18, 2010 9:42 pm    Post subject: Reply with quote

Nice tool. But I use turbo Delphi and it does not have a TSpinedit component so this dosen't work for me. Sad
From what I see I like the control you have given over the generated noise. I think it would be nice if it had option to perform movement by axis or by normal though.
Bit like my old plugin did (But it only had a random noise not a nice perlin noise). Much nicer to have tools intergrated.
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chronozphere
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PostPosted: Thu Mar 18, 2010 9:49 pm    Post subject: Reply with quote

Huh? is that a window created by the noise tool? Confused
Why is it not in the properties panel? IMHO all tools should be put there.

And yeah.. It would help if everything would remain D7 compliant, like PJ requested. I use turbo delphi myself too, so I would have the same problem.
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fik
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PostPosted: Thu Mar 18, 2010 9:54 pm    Post subject: Reply with quote

No thats a pic of my old plugin as reference Smile as to what I mean.
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paul_nicholls
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Location: Hobart, Tasmania, Australia

PostPosted: Thu Mar 18, 2010 10:13 pm    Post subject: Reply with quote

fik wrote:
Nice tool. But I use turbo Delphi and it does not have a TSpinedit component so this dosen't work for me. Sad
From what I see I like the control you have given over the generated noise. I think it would be nice if it had option to perform movement by axis or by normal though.
Bit like my old plugin did (But it only had a random noise not a nice perlin noise). Much nicer to have tools intergrated.


No spinedit huh? bummer...

I will have to try altering the GUI then...not sure what I will use though.

So how does the axis check boxes work in your plugin?

If you have all 3 checked, what happens?

If you have 2 checked, does it go diagonally in the positive direction of both the selected axii?

Are the axis check boxes for positive direction (positive noise)?

cheers,
Paul
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fik
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PostPosted: Thu Mar 18, 2010 10:28 pm    Post subject: Reply with quote

Is a bit of a pain, you have to use a tedit and a up/down but I am working on a cure for this http://www.delgine.com/forum/viewtopic.php?t=4172 Wink

How I used axis was If the axis was selected it moved +/- in that direction so if only X was checked vertex was free to move +/- that axis only. And all 3 checked It would move in all 3.
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