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Getting Started Using this Plugin
This is the instructions for getting basic node trees working after the plugin has been installed.
Open a node editor change to the UMOG Node Tree view.

Create a new node tree. All menus will be disabled/not visible until you have created a node tree.

After the above steps have been taken you should be able to open/expand the left hand panel in the node view and switch to the UMOG tab.(you may need to expand the UMOG view) You should a panel like the image below.
Bake Meshes, will execute the current node tree the number of times displayed by Length. The StartFrame and EndFrame adjust the number of frames that the the node tree will be executed for. We are planning on having integration with Blender's animation timeline. TextureResolution specifies the dimensions of a side that images will be sampled to at the beginning of node tree execution. TextureResolution also determines the size of Texture3/Voxel Nodes.

A basic node tree can be created by creating two nodes Texture3>Shapes, Texture3>Convert to Mesh. Nodes can be added by pressing Shift+a or clicking the Add button on the node tree toolbar. If too few nodes are connected then they will be shown in red. The sockets can be connected by clicking on a socket and dragging to another socket.

The Texture3 nodes use Opengl 4.1 most video cards from the past 4 years should support this. If you get an error while baking this node tree update your video drivers and retry this before reporting an error on this Github.
Bake this node tree using the Bake Mesh(es) button. Open a 3d view and delete the cube that is placed down by default. You should see the sphere that was created by this plugin at the origin.
