Showing posts with label Stolas Tools. Show all posts
Showing posts with label Stolas Tools. Show all posts

Monday, July 16, 2012

Neighbour Points

I built an ICE compound selecting 'n' levels of neighbouring points.


Compound Name: "sto Neighbour Points"


Inputs
- Levels: The value of selecting Level.
- Array of Vertex Index: The array of original vertex index.
- Exclude self: Exclude original vertices.
- Compute Nearby Original Vertex: If you want to get the results of nearby original vertex, you have to check this check box.

Outputs
- Boolean: Return the results in boolean value.
- Index: Return vertex indices .
- Per Vertex Level: Return per vertex level.
- Weight: Return the results in scalar from 0 to 1.
- Nearby Original Vertex: Return per nearest original vertex index.

Download -> here

Saturday, February 4, 2012

Generate Rock Compound

I built an ICE compound generating a rock.
The algorithm is the same as the one that I posted before.
Please don't say to me that there are already compounds with similar.
I had decided to built this compound when I started my blog.

Compound Name: "sto Generate Rock" 
- Subdivisions: The number of segments.
- Rock Scale: Scale of the Rock.
- Cubelike(0-1): Shaped like a cube.
- Enable Cell Noise: Add the effect of cell noise.
- Displacement: How far points are moved.
- Number of Kernel Points: Sets the number of kernel points.
- Cell Noise Seed: The random seed of the cell noise.
- Variance: Specifies the range in which  kernel points will be moved.
- Smooth: How many times the smoothing algorithm is repeated iteratively.
- Enable Crack Noise: Add the effect of crack noise.
- Crack Depth: Depth of cracks.
- Crack Scale: Scale of cracks.
- Crack Noise Seed: The random seed of  the crack noise.
- Enable Rock Face Noise: Add the effect of rock face noise.
- Amplitude: How far points are moved.
- Scale: The granularity of the noise pattern.
- Medium Noise Seed: The random seed of the rock face noise (medium).
- Detail Noise Seed: The random seed of the rock face noise (detail).

Get an empty mesh(From the Get > Primitive > Polygon Mesh > empty).
Create an Ice tree in the empty mesh.
Add an "sto Generate Rock" compound and connect to the Ice tree.

Download -> here

Saturday, January 7, 2012

Creating a cube by ICE Modeling

I built a ICE compound creating a cube because I could not find ports of subdivisions on "Primitive Mesh" node.


I thought that a cube can be create by combining 6 plane grids.
First Build arrays of vertex positions and polygonal descriptions for each plane.
Next combine each arrays.


Compound Name: "sto Create Cube"
 - Length: The size of the cube.
 - Subdivisions U: The number of segments(U-axis).
 - Subdivisions V: The number of segments(V-axis).
 - Subdivisions Base: The number of segments(Base-axis).

Download -> here

Monday, December 19, 2011

Creating a grid by ICE Modeling

I studied about ICE topology mesh.I tried creating a grid by ICE modeling.
The following is the algorithm for creating grid topology.


Compound Name: "sto Create Grid"

 - U Length: The length of U-axis.
 - V Length: The length of V-axis.
 - Subdivisions U: The number of segments(U-axis).
 - Subdivisions V: The number of segments(V-axis).

Download -> here

Saturday, December 10, 2011

Gaussian blur

I built a ICE compound to smooth/blur a weight map by a Gaussian function.











The following is the ICE tree of a Gaussian function and the graph of result.











The following is the function calculated by the ICE tree.
exp( -Distance * Distance / ( 2 * Radius * Radius ) )



Compound Name:  "sto Gaussian Blur Map"





- Mute: Disable the calculation.
- Radius: The value of blur size.
- Value: The Input value.

Download -> here

Saturday, November 5, 2011

Improved stoCellNoiseMap

I Improved stoCellNoiseMap compound.

I added the check box that outputs square distance.
If you apply push deformer using weight map created by stoCellNoiseMap compound,This function is useful.
You can get different results.


I improved locations of kernel points be randomized by turbulence node.
You can create seamless animation.

Compound Name:  "stoCellNoiseMap 1.1"
 - Invert: Invert value of map.
 - Square: Output square distance.
 - Curve: Control value of map.
 - Number of kernel points X: 
       Sets the number of kernel points in axis X.
 - Number of kernel points Y: 
       Sets the number of kernel points in axis Y.
 - Number of kernel points Z: 
       Sets the number of kernel points in axis Z.
 - Time varying:
       Move kernel points to different location 
    every frame.
 - Noise Type: The noise function used to generate the turbulent values.
 - Time Frequency: Defines the speed at which the noise evolves over time.
 - Space Frequency: The granularity of the noise pattern.
 - Complexity: Defines the number of octaves to be added to the turbulence. 
 - Use own variance: 
       Use own value of variance of random.
 - Variance of random: 
       Control the variance of kernel points.

Download -> here

Sunday, October 23, 2011

Cell Noise

I built an ICE compound for generating cell noise.
You can get a map of cell noise and voronoi cell index.
And you can use this map to weight map, vertex color and so on.


Compound Name:  "stoCellNoiseMap"
 - Invert: Invert value of map.
 - Curve: Control value of map.
 - Number of kernel points X: 

       Sets the number of kernel points in axis X.
 - Number of kernel points Y: 
       Sets the number of kernel points in axis Y.
 - Number of kernel points Z: 
       Sets the number of kernel points in axis Z.
 - Time varying:

       Move kernel points to different location 
    every frame.
 - Use own variance: 
       Use own value of variance of random.
 - Variance of random: 
       Control the variance of kernel points.


Download -> here

Monday, October 10, 2011

Spherify

I built a ICE compound  that distorts an object into a spherical shape, like 3ds Max's modifier "Spherify".




Compound Name:  "stoSpherify"
 - Blend:  Set rate of spherical distortion to apply to an object.
 - Use Own Radius: If you want to use your own radius, check this check box.
 - Radius: The radius of sphere.
 - Use object center: set object's center to sphere's center. 
 - Center offset:  Adjust the position of sphere's center.
Download -> here