I also have this code laying around, i did this many months ago. It does the following, for a set of surfaces, it generates a bitmap for each one, bakes it and applies it's corresponding texture so u don't have to do it manually. In this case the te…
For rendering mesh vertex colors you need a render engine that supports this, but none of the standard ones do. What i do is to create a bitmap image through a scripting component and UV map it to the baked surface. This is the process:
- Divide the…
I'm testing out the new "User Object" feature. Go to "File" -> "User Object" Folder and copy there the attached file. A new solid offset component will appear under surface-> freeform. Only works for untrimmed surfaces.
When everything else fails (or you are too lazy too look up the appropriate theorem) you can always replace your brain with your CPU and make your computer "brute-force" a solution using Galapagos.
Galapagos always tries to find a higher number as the result of the fitness function. For the catenary you would use 1/distance. The smaller the distance the higher is the result of the fitness function.
To inverse the hills into ravines my guess i…
Ok, I think I have the gist of it, and I can definitely see how the branching could entirely eliminate the need for splitting up my script a million times. Thanks for the suggestion!
Vicente, I may need a little help getting acquainted with some of the new features of the beta. Is there a discussion or tutorial going that you know of that could help?