LW Greeble & Nurnies
Current version : 0.5
Compatibility : from Lightwave 7.5c to 9.6 - maybe 10
Download Script here
Download Demo object here
Download Zip with Script + Object + This manual here
Greeble ? Nurnies ? What does it means ? Wikipedia is you friend :)How to install
How to use :
Select a layer as Foreground Layer and all other layers as background layers
The number of BG layers is not limited.
You also can select multiple FG layers.
The final result will be pasted in a NEW object.
Random Seed : change this value to have differents random patterns, if you keep the number, you'll always have the same result.
Triangles & Quads :You can choose the process type for each polygon type :
- Skip : the polygon will not be modified
- Bevel only : only a random bevel will be performed
- Details Only : only details will be copied on the polygon
- Random : a random processing will be used from this list : skip , bevel only, details only, bevel and details.
Low Area Polygons & Area threshold : if the polygon area is lower or equal to the defined threshold, it will be identified as 'Low area poly'
A concave polygon is something like this :
Thin Polygons & Thin threshold : if the polygon ratio (shorter edge / longer edge) is below the defined ratio, it will be identified as a thin polygon.
Keep original polygons : This option allow to copy or not the original geometry in the final result.
Details coloring : details will be colored with the base polygon surface.
Simulation : this option will not do the processing, only count the number of generated polygons and display it
Run the script again and uncheck this option to do the real job ;)
Skipped / Bevel / Details amounts :
Define the quantity of each element in the final processing. It's a proportionnal control : if you set 100 for bevel and details, and keep Skipped and Bevel + Details to 0, you'll have 50% of bevel and 50% of details, since they have the same score.
# of Details (nurnies) per polygons ( from / to ) : define the number of nurnies copied on each polygon.
Density Map : this will use the selected WEIGHTMAP to define the density for each polygon : the average weight value of the polygon is used to define the max random value from the number of Details per polygon range defined.
Ordered details : Prevent the details to be cloned randomly, with this option active, the bg layers order will be used.
Min / Max size : boundaries of the random rescaling (100% = the details fits perfectly the polygon)
boundaries of the size map if one is selected
Size Map : a weightmap is used to define the size using the defined Min/Max range.
Preserve aspect ratio : if activated, this options will override the previous size option, and only use the height value as a proportionnal resizing factor.
Note : this function is still in work in progress mode, and only works correctly with square polygons, if the polygon is a rectangle or is deformed, the nurnies will be too.
Limit height : if activated, this option will limit the details height to the specified value.
Note : this value is used for a 100% height value in the sliders below, if you set the Max height to 200%, then you'll have twice the the limit height, so 20cm if your value is set to 10cm.
Min / Max height : boundaries of the random height (100% = original height ratio)
boundaries of the height map if one is selected.
Height Map : a weightmap is used to define the height using the defined Min/Max range
Random rotation step : each details will be randomly rotated using this angle step.
Look at Polygon tip : The details will always be oriented (Z+) to the polygon 'tip' before the random rotation
Examples of polygon tips :
If the polygon is a perfect square or rectangle, then the result is almost unpredictable : the 'last smallest edge' in the polygon will be used as tip.
According to the point order in the polygon, the smallest edge is defined like this :
Candidates edges are B and D, D is the last smallest edge in this polygon.
Select Preset : select the preset to load
Load : load the selected preset
Name : set a name for a new preset or to rename the current one
Add : add a new preset using the current parameters, and the name typed in the 'Name' field
Update with current parameters :
update the selected preset with current parameters, and rename it with the inputed name.
General Notes :
- Details shapes sizes and positions have no influence on the final result
- The final mesh is pasted into a NEW object.
What's next :
- Advanced Bevel Options
- Control for the details positions (weightmap density, no details crossing, etc...)
- Advanced coloring options
- N-gons support
- more ideas to come...