![]() ![]() MAGNETUDE was certified according to the TOY STANDARD NF EN 71/3 which has opened up a world of possibilities giving access to producing children’s equipment with numerous applications in the field of games and decoration: applied on walls or furniture, accompanied by magnetic accessories (games, puzzles, friezes), it enables the children to give their play area a three-dimension look and to express their creativity decorating their living space on their own. MAGNETUDE is the ideal tool for creating progressive designs: the decoration becomes nomadic, the arrangement adapts more easily to new fantasies, and the objects may be moved and rearranged on the surface simply using magnetism. As an example, Nicolas TRIBOULOT has designed a full nomadic house called “Modul’air” (see attached pictures and videos), as a result of multiple combinations of Magnetude, magnetized furniture and various elements of decoration. We may as well conceive habitations where all the furniture could be fixed with magnets on supports coated with Magnetude. Thus, depending on the user’s artistic skills, MAGNETUDE will be able to turn the walls of a living-room, bedroom, kitchen or office…into a playground or a nomadic decoration area. MAGNETUDE may also replace a sheet of iron pasted on wooden panels, which makes subsequent cutting or piercing easier. MAGNETUDE is an advantageous alternative to traditional magnetic boards: less costly, no fixing constraints and applicable on surfaces of all sizes, flat or curved, horizontal or vertical. Its creator, the designer Nicolas TRIBOULOT, wanted to offer interior design which frees the user from the classical gluing and screwing constraints that mark the surface for good: magnets adhere directly to the surface. It may be used as a finish or covered by classic finish paint, slate paint for an effect wipe clean vinyl board” finish or even by thin wallpaper.īasically, Magnetude is an innovative paint containing fine metal particles making all surfaces sensitive to magnetism. MAGNETUDE is efficient after two or three coats. Apply the coat either with a brush or a roller or even a Spray gun: Shake while coating. But it’s very easy to dilute with water (up to 5%) in order to make application easier. Transparency does not work on individual particles.The paint is ready to use.Particles cannot be destroyed and particles off screen are still enabled.The way the PCS is created using vertex points with a pre-applied material with PointsCloud set to true means that: Particle animation can be accomplished by defining their individual behavior in updateParticle(particle) and calling setParticles() within the render loop.Changes to particle properties can be achieved with the initParticles() or updateParticle(particle) methods and a call to setParticles.When done, build the PCS mesh with buildMeshAsync().Each addition creates a new group of particles identified by oupID. Redo the additions as many times as needed.Then, add particles in the PCS, using one of addPoints(number, function), addSurfacePoints(mesh, number, method) or addVolumePoints(mesh, number, method). ![]() ![]() First, create your PCS with new PointsCloudSystem().Particles can be added to a PCS with a function or using an existing mesh as a model, where particles are randomly evenly distributed on either the surface of the model or inside the model. This means it has no emitter, no particle physics, no particle recycler. As a mesh a PCS has most of the properties of a mesh, The exceptions are those related to its material which is already set and cannot be changed and also anything related to its vertex normals and indices as it does not have any set.Īs a particle system the PCS provides some methods to manage the particles. The point particles are simply the vertices of the mesh. A PCS is a single updatable mesh with the the PointsCloud property of its material set to true. ![]()
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