Here is a nice one - Hilbert curve! Use the range node to grow or shrink the setup. Result will always be contained within fixed size since each new matrix set is halved. This is pure nodes setup
Main graph
Subgraph
86_Hilbert_Curve.c4d
You are having data type errors in your scene as you can see in the console. Array nodes only work on arrays. Looking at the mesh in video it looks like a simple extruded and subdivided cube...? Am I missing something 🙂 ?
Xpresso is very limited and in this case it can replicate nodes setup since it is math mostly. That is common ground for all node syste ms. Nodes are immeasurably more capable and powerful than Xpresso 🙂
Here is an elaborate setup - Tracer. It is a reduced version of MoGraph tracer but setup can be expanded to include more features
Some basic control are available
Graph is complex but groups and subgroups are commented to good extent to explain what is going on
01_Tracer.c4d
Here is an example of orb eating up other orbs. I recall seeing this somewhere but cant recall anymore where. It is interesting effect and requires more complex graph.
Graph itself
Graph is commented, hope it helps uncover some tricks and help further understanding how capable nodes are 🙂
119_Munching_Orb.c4d
Here is an interesting one - random text to text🙂
AM controls
You can choose the text, random seed, amount of randomness plus some extras such as removal of curly braces, commas and specific characters
Graph
167_Random_Letters.c4d
Here is a fun one - pendulum 🙂. This is pure nodes setup with imported geometry
Top Graph
Subgraph magic part
There are some convenient controls
30_Pendulum.c4d
Here is a bit more elaborate setup - splinewrap prototype. Generator takes a mesh as input and in link deforming spline can be loaded.
Some basic controls are present
Graph
The setup can be expanded to reflect current splinewrap deformer and expand on it
67_Splinewrap.c4d
Here is an example of hot make a fish school, or flocking effect. This is pure nodes setup. Control the effect through controls on grid and random node
57_Fisch_School.c4d
I see. Check the geometry property set node, it generates points (or other geo attributes) by using incoming iteration or array. You can use point data from spline itself or any custom data as input.
When you say attribute you are referring to some Houdini construct which I am not acquainted with. In nodes, you can generate lines by using index and topological nodes. Check line topology get/set nodes too. I presume this is what you are after?
connect.c4d
Yes, you would need to create a custom array of points based on any condition you want then use those points to create spline segments. There is spline assembler and other spline related nodes that can help you with that
Here is a aim constraint prototype. Simple but can be turned into full blown setup following the same principle 🙂
Target is loaded in Generator
Graph is simple
21_Aim_Constraint.c4d
Here is a pure nodes "trailing" setup. Clones will trail (as with MoInstance) the animated value and one can change the count.
Magic happens inside memory node
On the main level things are quite simple
This setup can be expanded to completely make MoInstance parity plus some more!
75_Trailing.c4d