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GENERATING LIST OF RANDOM VALUES

I have this curiosity on how we can "generate list" of values in AN. Some nodes do give you a changing value over time, or generate a single value, but didn't give LIST (!).


The node above will spit out list of data values. Usually indicated by "List" output label, and the actual socket is actually transparent.

Have you ever wondered why Random Vector does not give you that? It could be very useful, right?


Sverchok Random Vector List

Sverchok actually has node that generate Vector values list, all we need to do is to supply the "Count" to generate X total number of Vectors. Noticed the Random here is more like Spherical with hollow inside.


Not the case with Animation Nodes (AN)... unfortunately.

Of course we can use Sverchok generated mesh and pipe the vertex positions list, so that a Cube will go into that position.




That should be fine and will work depending on your need.

However, maybe we can try building the setup inside AN node tree? Yes actually you can.

LOOP is the answer.

AN Loop to generate Vector List



You can use the Vector List, to actually generate actual Mesh points.


So far, this is actually my most elegant solution to this problem of generating value list.

AN Script node (?)

With AN Script node, I still have a trial and error result. Below for example, I attempted to create Node on the fly that will generate list of values.

I use below articles as reference:



I did manage to generate list, however, the node keeps looping itself and generating new value every cycle... Unless I use "cache". But I don't think it's very elegant.

I need to consult AN developer to find the answer... :p

UPDATE 20151110 - On Script Node.
Thanks for Jacques help, I figure out the seed thing. Apparently my mistake when using this seed was not to rename the Integer. Always rename your variable to unique name.

Also, there is this Vector object thing you can use to make the data correct.


Script node is a quick way to generate your own node on the fly. I am still only touching the surface here. Don't worry if you do not get this because understanding Script node requires some knowledge of Python. But ask around people who understand it. You can go far with this.

Once the node is built, we can just plug it into LOOP like normally. Below I am using the generated Vector list to position instance of objects.



Generating Random is an interesting topic in itself. What if, for example if we want to "scatter" random points inside a volume? Big question.

LINE CONNECT ala SVERCHOK

Just for fun, actually in AN, we can use LINE to "connect the dots" if we have random Vectors positions and would like to connect the points.




We will be exploring the basic of POSITIONING and perhaps MOVING objects using nodes, let see how it goes. Maybe read below quote to get us started:


“In the beginner’s mind there are many possibilities, but in the expert’s there are few” 



I am not an expert and may find a lot of wrong ways to do things. I found that instead of teaching the most correct step by step procedures, one will learn more by making mistakes or the long way to solve problem that he himself can understand, rather than just using the shortcut that is hard to understand.

Last night, I was watching this inspiring speech by self-learning street Jazz guitar bass player, and he said something like this: When he performs, his performance at the very moment is not rehearsed, it's really cannot be repeated and it was based on his self-drive (passion) and motivated by the energy of the audiences in the room.  I feel that writing on my blog feels like that too. 


Simple Object Transformation

We all already know how to position an object in 3D space in Blender. Whether it is via keyboard and mouse interface:
G = grab move
R = rotate on cam (also: r-x, r-y, r-z)
S = scale

On via the Property (N) panel.


We can do the same using AN node.

"Object Transform Output" node at a glance allows you to transform a single object. Use the tiny eyedropper thing in the node while selected the object you want to transform. Check and uncheck the transform attributes that you want to use.



As soon as you do this, you notice that you cannot grab move or transform this object via the normal viewport anymore. The AN node will override any transform value or animation keyframes this object might have. Something to keep in mind.

Object Transform Input & Object Transform Output

If you are like me, I like to still have control over my object, we can use Empty for example to act like the top node of the actual object you want to modify using AN nodes.


Another way is to use "parenting" but in node way. Use Template "Simple Parent". You see here by multiplying Matrix we have Parenting happening.


But you will be dealing with Matrix if you do it like that. Which is okey and can be more preferrable way for more advance setup. 

Try this and see if you understand what is going on. 

Object Matrix Input and Object Matrix Output can be more useful than the Object Transform Input and Object Transform Output. You can easily do some Math Matrix to offset objects etc.



ABOVE: I have Cube and Monkey. Then the Matrix of the Cube is sourced for the Monkey, but I also add few other stuff like Vector Add to offset the monkey and also use Round node so that Monkey will follow and move the cube but will always pop and snapping to the grid.

I just want to show it to you early. Ok let's back to the basic stuff...

FLOAT > VECTOR > POSITION

We could further break the position or rotation or scale into Vector value, and further down into 3 x Float values. Position/Translation and Scale are pretty simple, however Rotation input slot is a bit different as we see further below.


As Jacques commented in previous article that if we plug Float value (single) into Rotation, it will be smart enough to create Combine Euler node. Try plugging single value into X or Y or Z and rotate the object. Instead of Cube, use Suzanne for orientation.




The (rotation) value is measured in Radians by default, but you can switch on Degrees. You can use Google to test it. For simplicity, use degree for now.


LIST OF TRANSFORMS

Next, we want to see how AN nodes allow us to have multiple values / list of values that we can pick. Think of this like multiple takes in a shot.

We can start with "Create Vector List" node for positions.


Noticed the New Input button to add more list of vector. You can add or remove this list via the property panel for the node.

See the faded blue color output node from create List? Faded color means it has multiple values stored, you can test this using the Debug node. Or perhaps Debug Drawer node. Whichever feels more convenient to display the values.


Now try plugging those list of values into the Object Transform Output. Right away you will see that AN node tree automatically added "Get List Element" node and let you pick only 1 value from list of vectors we supplied. The value is marked with index 0, 1, 2. Because we have total of 3 values. Index always started from 0.


At any point, try playing with those numbers, manual scrubbing of Index is one of the thing I often do, just to see if everything is still working as intended.

Sometimes I use Time or Wiggle or Random just to see thing moving when playback is run.

RANDOM NUMBER > INDEX OF GET LIST ELEMENT


Above results in randomly generated number (depending on the seed) that will feed into the Index value of Get List Element, to then pass in a Vector value to position the object.

TIME > REPEAT TIME > INDEX OF GET LIST ELEMENT

Above results in sequential popping of 3 Vector positions for the object. This is because we are using Repeat Time and the Rate of repeat.

RANDOM VECTOR

"Create Vector List" node is great if we want to manually type in or plugging certain specific values and know that the total.

Sometimes I am more interested in values that get generated automatically, and we can just specify the "total" of the list.

Let's try "Random Vector" node.


You may have done this many times before, but try it anyway, and play with Node Seed, Seed, and Scale values. If you are curious type, you may wonder why we have 2 Seed values? The Node Seed that does not take input is the main seed value to randomize everything. While the other Seed is becoming more useful if later on you start to use Loop and doing iterations to multiple objects.

USING MESH TO POSITION OBJECT(S)

There are many ways to place an object. Below I am using the vertex position of Cube, and pick one of the position to pass on to position the Icosphere.


What is the advantage of using Mesh? We can use Blender's own Modifiers to modify the mesh, thus the positioning of vertices will also changes accordingly.

By now, you are probably getting impatience already and starting to ask:
- What if we have multiple objects input and want to randomly place those??
- Can't we create instances or duplications of object and place it on the mesh??
- Why is this so similar to Particle Instancing? 

Well... we will eventually do all those, easy. If we continue on this path, we will go really complex real soon. This is a big trap of node based system, I think :)

A slightly modified Template: Grid Arrange Objects can give you simple point instancing based on mesh vertices.



ABOVE: I supplied this mesh that is called "Line". The vertex positions of "Line" are used to place "Instances" or Duplicates of Icosphere object. This is really similar to Blender Dupli Objects. However, each instance is actually a real object that can have it's own behaviour. 

What actually more interesting here is the Loop Input and Invoke Sub Program nodes, and also the special  coloration of some nodes. When we started to deal with multiple objects, we will need to use Loop and Iterations.

NOTE:
In Sverchok, when we have multiple numbers/objects, we get this "Vectorization Loop" more or less invisible. That is because Sverchok very often deals with this for handling Mesh vertices and lots and lots of values. However, in AN environment, we get to see this "process" more clearly. This can be used as our advantage as you can see later on.

I will try to have a really simple example to explain this multiple objects looping and processing in next article.

I actually cannot wait to start "animating". Animating between Positions is next. I promised. If you cannot wait, you can try using one of the node below.








VARIATION of clones (copies) in PROCEDURAL GEOMETRY creation is possible in Sverchok via something called "Vectorized Input".

The term "was coined" by Zeffii, and Linus also tried to explain this at Blender Artist "Sverchok" thread a few times, I recommend you to have a read at the thread.

UPDATE 20140520:

Zeffii corrected me:
"I'm afraid it was neither Linus nor I who coined this term. I started using it to describe how we interpret data coming into nodes. like:

is it one value, or a list of values... or a list of lists of values...etc. As soon as you get more than 1 value as input, you can speak of vectorization.

The term is probably in use since 1930s. More correctly, but less fancy way to call this is Array Programming
http://en.wikipedia.org/wiki/Array_programming. 

But even in big packages like Matlab and R it is often called Vectorization"

This is probably a little bit difficult to understand, however it is clear after shown with examples.

USE VIEWER TEXT NODE TO SEE DATA

What I use often, but I don't always mention in the writing is that I use VIEWER TEXT node really often to check the DATA being passed on from one node to another.

It is often clearer than using VIEWER DRAW. Sometimes the DATA become invalid or in the wrong form of LIST, and Sverchok does not understand what to do with it.


When we bring in 3 Objects:

When I first started using Sverchok, although I sort of getting in what Nikitron analogy about "nesting list in Sverchok" as "Matryoshka Doll", not until I am using it for a while that I started to get a grasp of it.

Dumping DATA into TEXT OUTPUT node as Sverchok also give you a different preview of the data:

For 3 Cubes above that I brought in, I can see the EDGE data in LIST like this:
[ [ [ ], [ ], [ ] ... ], [ [ ], [ ], [ ] ... ], [ [ ], [ ], [ ] ... ]  ]

LIST inside a LIST inside a LIST can be little difficult to grasp in our brain. However remember that most of time this, Sverchok will take care of them, as long we know what to do.

Anything to do with list you can modify using the LIST nodes. These below are the most useful:

  • LIST LEVELS
  • LIST JOIN
  • LIST FLIP
  • LIST ITEM
  • LIST MASK

But all of them are actually equally important and worth trying to understand list.

RANDOM LINES USING RANDOM VECTOR

Supposed we want to generate some random connected LINES. We can do that most easily using RANDOM VECTOR and LINE CONNECT.

Random Vector can generate random 3 values (vector) that act as points that we can easily connect using the Line Connect.


We know that we could use "Seed" parameter to quickly get variations. However, if we are cloning the data using Matrix, we are always end up with same exact clone for each copy. It could be a hassle to always need to random pick Seed, then Bake the mesh each time.

In another 3D package, we want to do variations using "copy stamping" method where each copy has variations, whether it is via Random Seed number or other DATA values supplied.

Now, the key here is to check whether:
- The Generator Node is supporting Vectorized Input port
- We have way to port the Vectorized Input data.

This all made trivial via one node: LIST INPUT.

INTRODUCING LIST INPUT (FOR VECTORIZED INPUT)

This is quite a new node for me. The way I see it is this is one node to manage the Vectorized Input data. I know that this list allows me to generate VARIATION in clones.

"Random Vector" node accept Vectorized Input data and this is key to remember. This makes everything work as expected and we get variations.

So, if we plug in LIST INPUT node into RANDOM VECTOR we get instant variations:


We could then "offset" the SEED Integer value like below just to get all kinds of variations.


This might not sound like a big deal, but think about it for a moment, THIS is actually VERY POWERFUL. This is the reason I like about procedurality.

Because when we are able to generate variations with every node and every parameter in Sverchok, we suddenly have an unlimited possibilities.

Below is CONNECT LINES FROM RANDOM VECTOR:


What if I make a KNOT (lines goes into loop like Circle)? CIRCLE node is special and just recently upgraded so it can take Vectorized Input. Again, this is important. We cannot actually do this not long ago.

Below is KNOTS FROM RANDOM VECTOR: (I called this "Linus Knots")


Before, we have an open LINES, now we have KNOTS.

Unpredictability is part of procedural creations.

Vectorized Input => (NEW) Noise


Not always very obvious, many nodes can take multiple data input (vectorized input). For doing something like above, I often use Viewer Text to check whether my LIST data is correct or matching, and whether it is really outputting the correct data needed for final bake.


Remember we are working with low level data.
- A cube has 8 vertices
- If we want 4 x List Input, we will multiply the data 4 x 8 = 32 vertices, each still contained within 4 x List Input
- Then perhaps we want to push each vertex using random vector value (each vector is 3 values), how many random vector do you think we need

Now, I think Sverchok data structure management is pretty smart (I think so), so often we don't need to think too much about this. Just watch how the data get passed from one node to the next, keeping the pattern needed (to create geometry) and make everything manageable and we should get predictable output.

PROCEDURAL KAMASUTRA (2014)



EXAMPLE: Procedural Stars

Looks like with STAR, we can do it differently, I think below is kind of the right way to approach it. I am using LIST MASK to select "every other" points and then just scale it out.


One key different here is that we can use Vectorized Input with Circle node. Which means, we can output instant variations to our stars generator.




NOTE:
Funny thing I found here is that is I use VARIATION COUNT over 30 counts, I am starting to get some glitches. Maybe 30 Vectorized Input data is maxed out at the moment?


UPDATE:
Linus gave explanations:



Something like below would work:

TRIANGLES INA BOX



What can Triangles in a Box do? Instant Zaha Hadid? For that we only need Cross Section and Random Vector nodes.


GLITCH IN OPENGL SVERHOK VIEWER

Sometimes you might notice there is a little glitch on the Viewer like this:



Linus and Zeffii's explanation:
- For now, convex draws fine, concave doesn't.
- Don't expect ngons with concave elements to render properly

Keep that in mind, the preview is just a preview. Anyway, the resulting bake is completely fine.

It is probably fixed already.

EXAMPLE: Procedural Stones Generator



Interesting how we have all kinds of method to generate "random shaped" rocks or stones or pebles. This is probably the ultimate way.

Combined this with PROCEDURAL SHADER creation in Blender:


Random glowing Stones.

EXAMPLE: Liero's Rings


At Sverchok Thread #880, Liero gave this example creation you can do using the updated CIRCLE node and Vectorized Input.


All credits goes to LIERO on this one.


This is something that might become a Procedural City Map

THE ZEN OF PROCEDURALITY IN SVERCHOK

I can be madly philosophical about this.

Think about the BEGINNING and ENDING of a MESH geometry, before it become a truly useful entity (rendered out or used in game engine).

Your geometry may BEGIN its LIFE as 3D polygon mesh that you already have in the scene. It may also start inside the Sverchok, made using Generator node, out of nothing, just collection of NUMBERS.

Either way, the geometry eventually escapes and falls into Sverchok world. There, this geometry is TRANSFORMING.

Inside Sverchok, it become the Matrix, Vector, and List of Array of Numbers, Simply A GHOST mesh object. We can observe, manipulate, reduce, replicate, clone, filter, ... basically anything. This GHOST is FORMLESS, as Sverchok GHOST object is not yet REAL.

Suzanne is now a Delta.
To be REBORNED as a new object in Blender, we need to hit BAKE. Or turn it into temporary mesh using the BAKERY node. Or the (NEW) BMESH Viewer.

However, for us, the CREATORS, between the BEGIN and END of PROCEDURAL MESH, what truly matter is the JOURNEY.

"Procedural Unfold Script" by LIERO:


I accidentally stumbled into this awesome script.

Actually this is also kind of effect I always wanted to create in Blender. This is really brilliant!

I was questioning about CODE vs NODE and how algorithm can be used and setup advanced complex things. I realized I am just a newbie after all.

This Unfolding Flipping effect is brilliant because it makes use of Blender Rig (Bones) system and the effect is "procedural". I am sure that eventually this kind of iterative procedural animated effect can be done inside Sverchok.

Definitely something for you to play with:
http://blenderartists.org/forum/showthread.php?307784-unfold-transition

NOTE:
If you want similar "philosopy" about "Particle's Life and Death", you can read it inside this old book:
http://books.google.com.au/books/about/The_Magic_of_Houdini.html?id=PKN8AAAACAAJ

BMESH VIEWER NODE (!)

This BMesh Viewer node is very new, still in Beta. This node allows a different kind of "Baking". We can apply Material while Sverchok is still cooking. And more. Sverchok object is now LIVE.

What interesting is how we could manipulate geometry in this way:
MESH => SVERCHOK => BMESH => MODIFIER => SVERCHOK => and so on ....

BMesh Viewer makes Sverchok Viewer more real.

This is starting to get really serious and making me a little bit nervous.

We could start inside Sverchok and then combo with normal Blender environment.

SVERCHOK => BMESH VIEWER => Blender MODIFIER
=> Back into SVERCHOK => OUTPUT



This BMesh Viewer node is still in beta and of course there are some limitations, but this is quite exciting.

I have touched many of the basics and the most trivials. Hopefully this information helps you to build some more interesting procedural works.

LINKS

http://www.gamasutra.com/blogs/JayelindaSuridge/20130903/199457/Modelling_by_numbers_Part_One_A.php
http://www.complexification.net/gallery/
https://www.youtube.com/watch?v=AnAqB7LZUb8
https://vimeo.com/94720637
http://cliptic.wordpress.com/

MKRdezign

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