This thing is awesome

Just some encouragement for the devs here,

I am on a tricky shot with fluid in a transparent container. Turns out the fluid looks too lumpy where it touches the container sides. It took me literally 10 minutes to whip up a flow that moves the points within a threshold to lie against the glass surface smoothly. Lifesaver!

I couldn’t have even done this by writing my own plugin because I don’t have a nearest point code that I can just “drop in”. As you know, that sort of stuff is used everywhere but is far from trivial to implement.

Awesome stuff.

The thing that slowed me down the most was trying to figure out how to multiply a vector by a float. I didn’t realise I could just plug them in and they would change types automatically :slight_smile:

R

i dont suppose you could post a before and after, so i can do a blog post with your quote? :stuck_out_tongue_winking_eye:

chris ‘always looking at the pr angle’ bond

Yep - it might take me a few days because I’ll have to make a generic case that isn’t related to my current job.

R

YAY! Thanks for the feedback, you made our day! :smiley:

We have some work to do when it comes to what types can be mixed together. We are discussing a type hint system for the future, but right now it is a trial-and-error (if you connect wrong types, you will see an error telling you the types as mismatching - “Magma Invalid input combination…”). For example, you cannot multiply a Vector by an Integer unless you insert a Convert > ToFloat between the Integer InputValue and the Multiply node.

Please keep on posting ANY usability / documentation problems you might encounter, we know the system too well to understand where a new user would stumble.

Have (even more) fun!

One thing that seems like could be missing is the ability to output vert normals in vertex iterate mode.

I know that max does the normals differently to just 1 normal per vert, but perhaps you could just steamroll over this somehow.

R

True. Max has a way of specifying vertex normals as explicit, but we decided to skip these more esoteric areas for now and target the low-hanging fruit (which includes the typical TriMesh vertex and face channels/operations and everything that was there from Krakatoa like accelerated mesh and particle queries). We also decided to concentrate on usability and speed over features (which is in line with our company’s principles).

We already have a long list of things we would like to support in future versions should Genome become a popular product like Frost or Krakatoa…