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still learning here ... this is something from a project I am working on, originally I planned to create a tutorial around these deformers ("how to create procedural geometry") ...
Marc Albrecht - marc-albrecht.de - does things.
Marc, you have a very twisted mind ...
I'd say, if I'd be asked, which I'm not, that as long as I only twist and not shout, all can still be good.
hey guys, thanks for the support - see, even the tiniest bit of feedback encourages me to burden you with the pre-beta-state of the preset (attached as MaDeform_Twister.canvas - copy to your presets directory) and the demo scene file (attached as maTwist.canvas)
I remember building some of the Maya non-linear deformers in Fabric Engine some time ago. If you're interested they are in the colorbleed-fabric-exts in Presets/DFG/Colorbleed/Deformers/NonLinear.
Hi, @Roy Nieterau , thanks - good hint, I will have a deep look!
I am using this deformer-thingy mainly in order to learn how to get the best performance for somewhat more complex operations out of Fabric.
In the case of the twister I think handing over the Sin/Cos values to the PEX operator might make a difference, so that the threaded part does not have to recalculate those everytime. Then again, I would expect those values to be cached by the JIT compiler, but what do I know of Fabric's internae
And ... I am learning more about Geometry, Calculus, Trigonometry and making better Espresso by these experiments than I ever learned at school. Sure, I do have some practical goals in mind, but I could just copy&paste code from the web to achieve those - and where's the fun in that?
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