I want to put cloners on cloners without the children inheriting the attributes of the parents. for example, i have cubes cloned onto random scaled spheres. i want the cubes to all be the same size, regardless of the object it is on. can i do this and still retain the original cloner?
The fastest way might be, to have a Connect Object recreating all the geometry, before it is delivered to the next Cloner. _01 (It might have a tendency to slow things down, if you have a much larger scene.)
The second file _11 takes the Spheres into a Matrix, to create the PSR for the next step. But the Inheritance Effector> Parameter is set to P:yes S:no R: yes. So no scale is delivered to the Cloner Object.
The XPresso is used to deliver the amount needed, as that is not inherited.
goal - randomly create doors and windows along the exterior of a building created by cloned spheres without converting to polygons along the way.
question - Can i drive the cloner location using the intersection of another cloner object and a plane? (ie, put doors around edges on ground)
i tried a proximal shader direction, but it fell apart quickly cause of the procedural base shapes have no actual vectors or edges. I thought, maybe i could just clone them all along the surfaces, and then somehow define the Y position independently. maybe a plain effector could do an absolute value the same for every clone, but i can’t find out.
thanks a ton for your help, Dr. Sassi. You and this forum keep me from giving up!
OR should it be on the edge until a new area clone would be taken this place (No idea about how to do it, just checking my understanding of the question. Perhaps a Boole Operation could lead to this…
A scene file with some pointers would be nice, or is it the same file as the one above.
ok, here is the file. you can see the cloner “doors”. i narrowed their location using a plane effector to hide, but they still drift up and down a bit. i want to give them a solid Y location so they can only exist on the ground plane.
The spheres are not moving, and the floor is stable, is this correct?
Any of these doors has to start at floor level, right?
I assume so, I will take a look into that. (No idea so far…)
The core idea is to produce information where it is needed. Then use the MoGraph selection To determine where to put the doors. Since that is a fixed indexing, and change of the scen will result in a perhaps drastic change there, so safe often, at least.
I introduced an extra step with the Polygon Object, as the Edge setting in the Cloner Object determines the scale along the edge. To keep the orientation, but get rid of the limitation, the Polygon Object is placed and this information is then used in the last Object Cloner. Oriented, but not limited at all.
The Doors (cubes) have their parametrically axis in the center, so the doors have a symmetrical counterpart in the soil. THis could be prefented if needed, but I guess you have a door model and there the axis will be on the floor level.
All the best
P.S.: as an after thought, if you render the spheres anyway as Primitives, the segment count could be much lower (including the floor disc), so the Boole workload will be less, and the MoGraph Selection lighter as well.
Scene file https://www.amazon.com/clouddrive/share/Q8wfKdPx6oUquKzpUgFiekOdyz1z9YcyGZFM2zfJH6K
Looks rough, but render it…
Here is a little sketch. I have yet to find a more Cloner based way to integrate it, though.
Anyway, just for fun—in short, pull the P.Y up and down and the “door/entrances” will stay on the floor at zero. With MoGraph Selection a quick decision can be made to place the “door/entrances’.
I think i found a way, but its got a snag. I have to make the object editable for the spline to work. attached file shows the spline mask vs the spline, but they have surprisingly different results. do you know how i can get the spline mask to work?
OK, perhaps you have a follow up idea, as I miss at the moment the P.Y movement translation… (perhaps as done in a file above!?), here it must be zero for that to work, and so no fit for your scene, as shared below, just an initial sketch.
P.S.2: I guess that is more fun to work with than the one in post #12, even I love the Spline outline a lot.
This one takes the Voronoi Fracture object and splits the Sphere houses at ground level. I created a little gap (this can be closed), so the MoGraph Selection work is easier. (Sometimes two polygons were on top of each other.)
In this little one minute clip I give you an rough over view, and in fact it is all based on the Voronoi Fracture generated “Surface Break Edges”. It is that simple, just click in the Selections part of the Voronoi Fracture, and the selection is created.