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This is going to be a very short post experimenting with Random Node and Mask List Node.

RANDOM NODE


This Random node is very simple. It generates and spits out random number, floating value between 0-1.

The node actually has 2 inputs: Count and Seed.

  • Count is HOW MANY random number(s) we want to generate as LIST
  • Seed is somewhat not showing here, but Seed is important to ensure we can get a controlled/same Random sequence each time, depending on the Seed number. Go and Google Search about about Pseudo-Random and Seed. This is very common in programming and computer graphics. For us, all we need to know is that Seed has effect on our Random. Without Seed, we will always get random LIST of values each time node get updated. If we have Seed, we still get random value, but the random value will not change, unless we adjust the Seed.

When in doubt, we can always use Sverchok Viewer Text node to see the DATA we have generated.

Random.output => ViewerText.edg_pol

In our case, we are expecting a single numeric data (green colour) which we can pass into the ViewerText.edg_pol (input). By default it should create a single random number.

vertices: 
None 

edges: 
(1) object(s)
=0=   (1)
0.4588973738056037
matrixes: 
None 

We can have more by increasing the Count number. If we want LIST of 20 random numbers (between 0 and 1), we can just specify 20 => Count, or just adjust the parameter.


vertices: 
None 

polygons: 
(1) object(s)
=0=   (20)
0.3452710857877821
0.1959251996927931
0.616749101637486
0.9718642739239581
0.9664688406408067
0.3798277525541313
0.0980924549260125
0.5251572051427283
0.0538339051067017
0.4373704267856366
0.6565082575113961
0.7860850484911037
0.9472031123834527
0.0486644372599713
0.6069508394335287
0.5390751579694629
0.7691046984194654
0.6443680458225259
0.1883957504224623
0.1218586068312288
matrixes: 
None 

This simple node can be very robust in application.

Let say, those floating value number is not really useful for our usage, sometimes we really want simple round random numbers. Maybe you want:

  • LIST of Random values between 0 and 50
  • LIST of Random values between 5 and 25

EXAMPLE: LIST of Random values between 0 and 50


This is quite easy, we just multiply the random floating values we generated. If we normally get random floating value between 0 and 1, if we multiply the resulting values with 50, we will get random floating value between 0 and 50.



vertices:
None

polygons:
(1) object(s)
=0=   (50)
12.37700385173664
46.345988218807264
8.91381413129011
42.96122140236859
8.080274648870304
45.83639547665967
12.748138902331926
34.26018287670364
38.4480903596117
34.41608517012092
31.51107933320289
19.833197259096817
18.169666461583645
33.06442162814089
1.2023448738040752
8.44917385697978
26.91009535784073
41.37562067226905
.... and so on.

However the LIST of values here is FLOATING VALUES between 0 and 50. We want round values, so we can use Float-2-Int Sverchok Node.

vertices: 
None 

polygons: 
(1) object(s)
=0=   (50)
47
34
30
46
29
32
49
15
0
10
14
31
31
0
35
11
6
... and so on.

EXAMPLE: LIST of Random values between 5 and 25

Now, this may seems a bit complicated, but it is just Math Remapping Value formula converted into Sverchok nodes. 

Here, the problem is instead of generating list of numbers between 0 and 1 (default), we specifically ask for MIN and MAX number for the Random LIST generated.

There is Math formula for that, I found from here:
http://stackoverflow.com/questions/1969240/mapping-a-range-of-values-to-another

This is the solution in Python:

def translate(value, leftMin, leftMax, rightMin, rightMax):
# Figure out how 'wide' each range is
leftSpan
= leftMax - leftMin
rightSpan
= rightMax - rightMin

# Convert the left range into a 0-1 range (float)
valueScaled
= float(value - leftMin) / float(leftSpan)

# Convert the 0-1 range into a value in the right range.
return rightMin + (valueScaled * rightSpan)

Our case is much simpler, our Original MIN and MAX is already a range between 0 and 1. All we need to do is to REMAP the RANGE into the NEW MIN and NEW MAX, which is in our case 5 and 25.


vertices: 
None 

polygons: 
(1) object(s)
=0=   (50)
19
14
11
7
12
21
21
17
8
22
6
8
6
5
6
17
13
23
21
22

Next, we will use this Random Node to randomly deleting edges of mesh.

EXAMPLE: Random Delete Edges

To randomly deleting edges of a mesh, we can use Sverchok Node Tree like below:


(Thanks to NIKITRON and LINUSY at Blender Artist Forum for this solution.)



Above, we basically get the input mesh (Grid) and pass it on to this Sverchok Node-Tree that simply deleting some edges and output the result. Very simple.

Remember in previous post how I talk about DATA inside Mesh, which is basically a collection DATA that consist of DATA for Vertices, Edges, and Polygon? If we are to randomly deleting EDGES, we simply need to modify the Edges DATA and pass it back as output.

We can use Sverchok LIST MASK node to help us with this task.

Imagine if we have LIST of total of 10 Edges. With LIST MASK, we can tell Sverchok to mask some edges. When Edge DATA in the list is masked, it will be hidden when the data is pass on as input.

Edge DATA like below:
(0, 1)
(1, 2)
(2, 3)
(3, 4)
(4, 5)
(5, 6)
(6, 7)
(7, 8)
(8, 9)
(10, 11)

Using the LIST MASK node, we can mask it using LIST of True (1) or False (0) values.
0 => (0, 1)  => HIDDEN
1 => (1, 2)
1 => (2, 3)
0 => (3, 4)  => HIDDEN
0 => (4, 5)  => HIDDEN
0 => (5, 6)  => HIDDEN
1 => (6, 7)
0 => (7, 8)  => HIDDEN
1 => (8, 9)
0 => (10, 11)  => HIDDEN

If we then pass the new Edge DATA, of course we are basically DELETE-ing the hidden edges.

So, let's recreate this setup step by step using Sverchok node.

STEP 001 - Get Input Object

I have my object, which is Blender default Grid mesh, it has 100 Vertices and 180 Edges.


STEP 002 - Random List of 0 or 1 (False or True)

Next, we want to create Random List + List Mask. We know that we will be dealing with total number of 180 Edges, we can supply that value into Random node. What's happening here is I am trying to adjust the Random value range so that when converted, I will be getting value that is either 0 or 1. Not between 0 and 1, but exactly either 0 or 1. 0 = False and 1 = True.


vertices: 
None 

data:(1) object(s)
=0=   (180)
0
0
0
0
1
1
1
1
1
1
0
1
1
1
1
1
1
1
0
0
1

STEP 003 - Use Mask List

Next, simply use the MASK LIST which takes 2 inputs: Data and Mask.

  • We have our Data, which is DATA that makes 180 Edges.
  • For the Mask, we simply supply DATA list that is either 0 or 1, randomly.
Any DATA index that is masked will not be passed, which means that particular edge will be deleted.

IMPORTANT: Our MASK LIST Level Lists needs to be set to 2, because our Edges original data is an array pair of 2 numbers.



STEP 004 - Bake Final Mesh


BACK TO SPIDER WEB (WIP)


Now, for our SPIDER WEB... 

I am testing it on Blender default Cone. Of course this will be better if we actually create our own procedural webbing, in which we can separate RING EDGES and EDGE LOOPS. We only want to randomly delete Ring Edges.


This also kind of resembles bullet holes and cracks too actually. Or some kind of ancient maze.








Let's take a look at one way we could do a procedural cracking in Blender. I have probably written a similar technique in the past, using Dynamic Paint, but nevertheless, you may learn a thing or two.

NOTE: This is not a tutorial on how to fracture or break an object, it is more like a cracking like you see on the ground during earthquake or iceberg kind of crack.

It would be easier if you have some understanding on:
  • Cell Fracture
  • Dynamic Paint
  • Particles
  • Vertex Weight
This is not very difficult to setup though. I am going to write down the process first and if I have time I will create a quick video tutorial.

1. FRACTURE PRE-PROCESSING

It is very likely that you will fracture the mesh object before applying any dynamics. You want an object to crack or break in certain way. So this is what we are going to do first.


You can use any mesh, you simply apply Cell Fracture using any setting you like. If you have no clue how to use Cell Fracture, please read previous post, watch video tutorial by Daniel Kreuter:
http://blendersushi.blogspot.com.au/2012/07/vfx-blender-fracturing-with-daniel.html

I will just use a plane with thickness:


I will fracture this mesh using Points that are based on Particles (Volume). So I emit some random Particles, around 200 of them all over this mesh.



Then, I apply Cell Fracture, with setting like below: (I do not want any gap between fracture, just zero the margin, everything else is at default)


My guess, the Cell Fracture does something clever in the background, calculating Voronoi pattern based on Points you provided, and then Boolean of some sort, and you end up with fracture objects or shards.

I get something like below, this is our pre-made fractures.

Layer 2 should contains the shattered mesh. Layer 1 should contain the original mesh.


If you want to explode the object using real Blender dynamic, feel free. You can get Blender built with Bullet Physics, or wait till it is out officially. Or you can do it just by using Blender Game Engine.

But that is not what we are trying to do. Maybe that is for next time.

2. Dynamic Paint and other Modifiers
We will apply some kind of Dynamic Paint and Vertex Weight to Influence our Mesh.

For our purpose, we will JOIN the shattered mesh back into one piece. Select all the shards, and press CTRL+J to join them. If it does not work, try selecting few pieces, then CTRL+J, then select other pieces and CTRL+J again until you have a single mesh object.

Now what?

Turn this object into Dynamic Paint CANVAS. Switch the option to Weight. This will allow you to dynamically Paint Vertex Weight into the mesh.


Ok, next, you create Dynamic Paint Brush. You can use any mesh object or even Particles, and simply switch on the Dynamic Paint Brush for that mesh.

I will use some Poly Cubes as Dynamic Paint Brush, I will turn them into Wire object and make sure they are not renderable.


Now, the last thing you do is just to apply Modifier that accept Vertex Weight. For our cracking purpose, simply use Smooth Modifier, it will do the job:

WATCH OUT: Dynamic Paint Modifier needs to be on the top of other Modifier (because Blender modifier stacking rules), this is one modifier that dynamically paint Vertex Weight to pass on to any other Modifiers that accept Vertex Weight.

Now look at your 3D scene, you have Procedural Cracking already happening. Wherever you put your Dynamic Paint brush(es) to paint Vertex Weight, it is going to crack.

The effect is LIVE and you can keyframe it manually.

LIVE Feedback.

Manual animation.


That is one way to do a procedural cracking in Blender.

GREASE PENCIL x CELL FRACTURE x DYNAMIC PAINT x MOTION PATH
You can try something that is more interesting and procedural, using the Grease Pencil and Motion Path. Very handy for a single crack.




BLENDER BULLET IT, MAYBE...
When Blender Bullet Dynamics is out officially, you can do a lot better "earthquake" type of cracking, fracturing and whatnot, with a real physical ground that is dynamically pushing the fractured shards mesh.

The process is similar, you just need additional setup for dynamics. You still need to setup the fractures in advance. Then you setup some real dynamics to give the cracking and to push the fractures/shards.

Maybe you layer some smaller shards that you emit from Particles, when it hits.

Keep eyes on:
  • Blender Bullet Pyhsics
  • Blender Particle Nodes
But you know, as you got more power, things will get more complex and complicated too....

CRACKING WITH BRANCHES
If you want to animate cracking with branches, you can draw the crack lines using mesh edges, point by point on mesh surface and just let it run this way:
1. Draw Edges and Branching + Build Modifier + Skin Modifier (cool!) + Dynamic Paint
2. Draw Edges, Emit Particles from Vertex + Dynamic Paint Particles --> this one is cooler (more control) and the effect looks really good.


You can do even more procedural Dynamic Paint (Brush) Cracking like this:
  1. Activate Blender Ivy Gen (inside the Add-On)
  2. Create Ivy Gen Curves and let it run across surface of your mesh.
  3. Convert Curve into "mesh" object.
  4. Emit Particles from each Points
  5. Apply Dynamic Paint Brush to this object.
ALTERNATIVE: Easy Boolean and Skin Modifier Cracking

MKRdezign

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