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Found 2 results

  1. This script aligns and orients objects to vertices By: 1)Taking a selection of vertexes and storing them as an array 2)asking the user to pick a piece of geometry 3)calculating the "orientation" of a vertex by --getting the faces which use that vertex --calculating and combining their local orientation 4)using that info to create a resultant matrix3 transform 5)copying the target object and applying the matrix3 transform to the object I made it to do things like add studs to fabric, or place oriented objects onto a mesh surface. It could easily be adapted to distribute randomly sized objects over a mesh There is a problem with it - the simple code I wrote, correctly solves the orientation, but it scales up the target object. I used a workaround to solve this by resetting the scale of the object to -1 -1 -1 for x,y,z respectively, on line 27: targetMesh.scale = point3 -1 -1 -1 I'm not an expert coder and would like some help making this more elegant. I think I understand the arithmetic I need to do to adjust the matrix at lines 19-21, but I don't know what the relationship is between the original scale of the object and the scale of the transform matrix I'm creating. If I could get some help with this, I'd really appreciate it. --- fn orientObjectToVertex targetVertVal targetMesh= ( --work out what bits of the target object have the info we need targetVert = targetVertVal --getVertSelection $ as array targetFaces = meshop.getFacesUsingVert $ targetVert as array --variable points faceNormal = point3 0 0 0 rightVector = point3 0 0 0 upVector = point3 0 0 0 --constants faceNum = targetFaces.count worldUpVector = [0,0,1] centerPos = getVert $ targetVertVal for i = 1 to faceNum do ( faceNormal += in coordsys $ (getFaceNormal $ targetFaces[i]) rightVector += normalize (cross worldUpVector faceNormal) upVector += normalize ( cross rightVector faceNormal) ) theMatrix = matrix3 rightVector upVector faceNormal centerpos targetMesh.transform = theMatrix targetMesh.scale = point3 -1 -1 -1 ) fn g_filter o = superclassof o == Geometryclass targetMesh = pickObject message:"Pick Target Surface:" filter:g_filter targetVertArray = getVertSelection $ as array targetObjectArray = #() for q = 1 to targetVertArray.count do ( targetObjectArray[q] = instance targetMesh orientObjectToVertex targetVertArray[q] targetObjectArray[q] )
  2. I am trying to make a material which will aproximately simulate a solid piece of wood. A typical piece of plywood has a "flat grain" an "edge grain" and a "head grain" I would like to be able to apply this to an object and have the material apply one of three different bitmap textures, depending on the orientation (local to the object) of the face (with gradients between the three maps in cases where faces are not completely aligned). Is this possible with vray 2 or with existing composite materials, or do I need to make a script? Many thanks as always in advance - And happy Chinese new year to everyone!
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