Cool!
I always wanted to add the ray intersect test to make this thing more
robust, but have long since run out of energy...

Ciaran

On Wed, May 8, 2013 at 1:14 AM, Eric Thivierge <ethivie...@hybride.com>wrote:

>  Thanks guys,
>
> Ciaran, your addon actually works exceptionally well in my case. The
> slider for the "Override_test_distance" gets rid of the errant areas very
> very well. Not to mention generating this particle cloud is super fast now.
> You've saved me some late night work today. :)
>
> I did try to roll my own but was still getting the unwanted areas. The
> tips on how to build it are appreciated as it may help in future cases.
>
> Cheers,
>
>
> Eric Thivierge
> ===============
> Character TD / RnD
> Hybride Technologies
>
>
> On 07/05/2013 7:23 PM, Ciaran Moloney wrote:
>
> IIRC implementing the ray intersect technique is problematic in ICE, since
> the raycast node only returns the first intersection. You'd have to
> manually shoot subsequent rays after every hit.
>
>
>
> On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>>   You could write/wire the test yourself.
>>  Point inside hull is fairly trivial outside of fringe cases, shoot a ray
>> in any direction, if it intersects an odd number of times, it's outside,
>> even, it's inside.
>> You might want multiple rays and take the median of the result, or work
>> conservatively and flag it even if just one tests true.
>>
>>  You can further refine this with a force field approach, run a distance
>> from hull (closest location on geo), and if the point is close enough to a
>> location with a normal facing away from its distance vector remove it, and
>> remove anything within a certain threshold (very close) indiscriminately.
>>
>>  Testing against denser geometry also helps, even if it's more expensive,
>> sparse and variedly populated topology tends to introduce more room for
>> error.
>>  Lastly, a triangulated mesh, especially if you have a certain degree of
>> dis-planarity in your geo on large enough areas, will also improve things
>> in my experience.
>>
>>
>>
>> On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge <ethivie...@hybride.com>wrote:
>>
>>> Anyone notice how many times this just doesn't work correctly? Even
>>> toggling the Closed volume inside often doesn't give the correct results as
>>> well...
>>>
>>> I have a voxel setup with particles and testing inside a geometry to
>>> keep the ones that are within, works, however there are many points still
>>> outside the geo that remain and aren't deleted. The ones left outside
>>> changes each frame as well.
>>>
>>> Anyone have any sure fire methods / workarounds that don't involve
>>> having helper nulls to delete the remaining ones outside?
>>>
>>> --
>>> Eric Thivierge
>>> ===============
>>> Character TD / RnD
>>> Hybride Technologies
>>>
>>>
>>>
>>
>>
>>  --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>

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