Now create a polyextrude sop, and put it within the loop. There's more interesting things we can do than just move sphere around!Ĭreate a box, and again append a 'for each number' loop, set the begin and end modes to 'feedback', and for now set the iterations on the end node to 1. Even though the end sop is feeding its output to the begin sop, the begin sop is ignoring it, and pulling in geo from its input each time the loop runs, in this case the sphere sop sitting at the origin.Ĭhange the mode to 'fetch feedback', display the last node, and now you'll see the sphere has been moved 10 units. Look at the parameters of the begin node, its method is 'fetch input'. View the end node again, and you'll see the sphere has been translated. The loop is set to run 10 times by default, so now that we're in feedback mode, and each loop will move the sphere by 1 unit, we should have the sphere move 10 units right? Right. Now stick a transform sop in the loop, and set the translate x to 1. If you change the mode to 'feedback', you get dropped back to a single sphere this is because the geometry that arrives at the end sop is literally fed back to the begin sop, so with nothing else to change the geometry inside the loop, you should get the same geo out that we initially put in. That's because the end node has it's gather feedback method as 'merge' each run of the loop is merged over itself, so you get 10 spheres. If you keep an eye on the geometry spreadsheet (or mmb on the for-each end node), you'll see that its made 10 copies of the sphere. Put down a sphere and append a 'for each number'. This page is a quick overview for folk who haven't used the different for loop types much, and don't have time to sit through the full video. :) It's worth making time though, its very good, and covers lots of interesting edge cases: Run a process multiple times Note that this is all covered in way more depth and in much higher quality in Jeff Lait's masterclass. In H16 for each loops were a little obtuse, in H16.5 some presets have been added to make it easier, we'll go through each. looping over every uniquely named thing in your geometry.įor-each loops can handle all these cases.looping over every prim/point in your geometry,.12 De-intersect a scatter with heavy geometry.
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