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RANDOM PIXEL SYMBOL GENERATOR
On each update, we have more nodes inside Sverchok Add-On. Thanks to our small but awesome team of Sverchok. Things are started to get more interesting, in my opinion.

I am really hoping Sverchok can remain steady in development. I also hope that this can be integrated with the rest of Blender.

Apart from curiosity, what motivates me in exploring this Sverchok Add-On, is its POSSIBILITIES beyond what it seems. I continuously questioning things that are possible or not possible, and often find out that we can already do that whether it is built it, or via Scripted Node.

I am looking forward to the day when Sverchok is:
- Able to work with Material and UV
- Able to work with Vertex/Point Weight and other arbitrary data
- Able to work with Curve, NURBS and all kind of NURBS Surface creation
- Able to interact with the rest of Blender: Particles Dynamics, Game Engine, etc.

With growing list of nodes, we surely will need some kind of WIKI for each Sverchok node. It should have:
  • DESCRIPTION & FUNCTION
  • INPUT AND OUTPUT DATA
  • EXAMPLES
One day, maybe someone would even come up with a book or a bible, who knows, maybe titled something like this:

"The Sverchok Diary" / "Diary of Crickets"
An exploration of Parametric and Procedural Creation using Blender and Sverchok Add-On

<<< Sorry, I am thinking way ahead of my head :) >>>

MANAGING GROWING LIST OF NODES AND NODE TREE

Some nodes in Sverchok are "more powerful" than other nodes, below are some of my favourite powerful nodes and I often use, they deserve a mention:
- Scripted Node (SN)
- Intersect Edges
- Fill Holes
- Adaptive Polygons

However, those nodes are even MORE POWERFUL when COMBINED with the rest of nodes. One day, hopefully we can really have a true "Compound Nodes" via Grouping.

Remember that we can also IMPORT Node Tree from other BLEND files easily, via File - Append. From today, I am going to start to organize all my Sverchok related BLEND and name the Node Tree. I am happy to share some of the BLEND with you, I think some of the node tree are useful.

PHILOSOPHY OF FLOW AND MODULARITY

Cheers to Mr. Zeffii for pointing me to these inspiring man named "Bret Victor" and I think if you are into procedural kind of thing, then you must watch all his videos and look at his work:

BRET VICTOR
https://vimeo.com/worrydream
http://worrydream.com/

POINTS TAKEN:

  • Have own principle
  • Creator and creation need instant connection

DAN LYNCH
"Flow-Based Programming"
https://vimeo.com/72855695

(Dan Lynch seems to have background in 3D using Houdini and used to work at SideFX)

POINTS TAKEN:

  • REUSABLE: when working the procedural way, we do not simply create tool for ourselves, we actually create TOOLS that other might use as well.
  • Experiment with nodes yourself if you want to get a better understanding.
  • Do share your Node Tree with the rest of the world.
  • Think direct manipulation of Abstraction
  • Think modularity and dependency
  • Think visually when coding and noding
  • Encourage changes, make it manageable
  • Encapsulate the Code into Node

DISCOVER MORE YOURSELF

Let's recap what we have learn or discover from Sverchok so far. Quickly go through the basic again for refreshment because very soon I think I will talk about more intermediate difficulty stuffs.

With Sverchok, we have direct access to LOW LEVEL DATA, without programming or coding.

We can generate or mess around with any component of mesh as we know it: VERTEX, EDGE, FACE (POLYGON). We also deal with them in term of POINT, VECTOR, MATRIX.



We are working with DATA, which often comes as LIST within LIST within LIST, or NESTED LIST. And we are also working with VECTORIZED INPUTS or ARRAY OF DATA.

Normally you want to use Viewer Text node and display the DATA in Sverchok style.


NEW: Debug Print Node

This new node is handy if we want to "print out" data into the console. 



TIPS: You can also use the Text Out to see Sverchok in LIST format.

At a glance, Sverchok might be similar to:
- Houdini node based
- Maya SOuP and some of Maya nodes
- Softimage ICE

Those are available in commercial package for price of $$$$ and those can scale into complex and very, very complex. Sverchok is still a smaller scale and growing.

Was already mentioned that Sverchok is based of "Grasshopper" plugin for Rhino for Architects and Designers. How old is Grasshopper? Maybe over 9 years, so this Sverchok is just an infant and a lot of things to catch up if we are going toward that target.

However, I believe that Sverchok is UNIQUE because of the fact that it is inside Blender and the way Sverchok displays DATA is UNLIKE any others. Sverchok is also VERY PYTHONIC, I don't know how to put it any other way. Sverchok developers can probably talk more in depth about it and what makes Sverchok attractive and different.

One thing I am sure:
Sverchok is a good learning tool for both programmer and non-programmer when dealing with Procedural Mesh creation, and more.

At this moment, there are actually MANY things that Sverchok still CANNOT DO, such as:

"EXTRUDE". Sverchok "cannot" extrude.

What? Sverchok still cannot extrude? How we even start 3D modeling?? Ok, well, we probably "can", but not simple as you might think of.

If in Houdini, for example, the procedure goes like below:

1. Generate a Grid
2. Group some Faces (Polygons) based on Patterns, name the group.
3. Extrude those Faces inside that group above.


In Sverchok, we still kind of need to hack it using Adaptive Polygons.


Explanation of a very simple Node-Tree above:
1. I generate a Plane
2. I use Mask List to mask "every other face".
3. Further down the line, I use Adaptive Polygons and replace every face with a Box.

This is not really an extrude operation, but that is I think what we have for now. Still good enough for random building creations.

We can replace the INPUT of NODE-TREE above with Suzanne Monkey Head geometry and get something like below.


We now have half of Suzanne head, each of Face is replaced using Donor Geometry. Can it be more like "every other face".

Well, for that you need to go inside and explore, start asking:
- Maybe the arrangement of Polygon Face for Suzanne Mesh is different
- Maybe we need a different Pattern for Mask List



Regarding "Extrude", we could probably do something like this. A bit different.


I tried to think of inspiring quote in relation to this, how about this one coming from Bruce Lee:
"A man must constantly exceed his level."

I realized that I know nothing about this.

I mean the more I know, the more I realized I know very little and there are a lot more to explore. I used to think that 1 km is a far distance, because when I was little, I use car more often. But these days, I walk a lot and I can walk 20 km a day without a problem. That is around 30000 steps.

Not sure if that is a good analogy. Anyway, continue on.

What Sverchok CAN ACTUALLY DO might surprise all of us.

EXAMPLE: Working with Text Object

At this moment, we can think that Sverchok it is already pretty good at generating mesh and modifying mesh. What happens inside the Sverchok is totally NON-DESTRUCTIVE. I said we are like working with Ghost Objects, they are not real until we bake them. And what shown by Sverchok Viewer Draw is just a preview, it is also a DUPLICATE of original data. Original data stays as it is. This is something important when dealing with complexity.

Supposed we are working with Text Object. I like working with Text Object because they are simple but quite powerful in Blender and Sverchok can use the Text Object and see the DATA as Vertices, Edges, Polygons. We will also discover something funny about Text Object if use them inside Sverchok because of the face that it is a MESH OBJECT and made of separate elements.


We get a different result when we apply LIVE Modifiers to the Text Object, such as: Extrude, Solidify, Remesh and then process it inside Sverchok with "Post Modifiers" checked.


Anyways, we don't care about those details, I want to show you have we can create a random string of ATGC like for DNA structure.


From above Node Tree, where we first deals with "Center Point" of each separated text, we can continue wire the nodes for other purpose. In this case, I know that we have 4 alphabet letter and I really just want to create CLONES and arrange them in any TEMPLATE MATRIX we gave them.

We can use LIST ITEM node for that.


We are starting to deal with a bit of complexity here, which is ARRAY DATA or VECTORIZED INPUT.

The VECTORIZED INPUT needs to be connected to the LIST ITEM "Item" socket. For simplicity, we will use LIST INPUT node for now and just have 4 list of data.


This is starting to be clear. We can probably now just supplying RANDOM LIST OF DATA that goes from 0-3. We can use RANDOM and MAP RANGE node (NEW!).


And so, the next thing, is to PARAMETERIZED the INPUT that we like.


At this stage, we can further do all kind of stuff to it. I think this is the most fun part. We can use other LIST nodes:

  • LIST SHUFFLE
  • LIST SHIFT


Change the INPUT:

If we use Multiple Mesh as INPUT:


I dare you to try Particles x Sverchok. It is not mentioned, but it is possible.

INTERESTING SURPRISE

Very often, I found, after few months of researching and exploring Sverchok, I encounter interesting thing. That I never thought about, but found by surprise.

Let say, I generate Plane object. And my idea is: How about if we "randomize the position of every edge"? Can we do that already?

I started by doing something like this:

Hmm... that is not quite what I expected. What is going on? I did separate the edges, and I can see that by looking at the NUMBERS shown from every socket of INPUT and OUTPUT.

Where I was wrong is probably that at this moment, I am giving the same 3 random Vector values that got repeated over and over again.

What if I use LIST REPEATER, I wonder and tested it out, changing the parameter, and MAGIC happens:


It is totally working now! All I need to do is tiding up the setup, with VECTOR MOVE, we always want to have control over the MULTIPLIER.

We can now have endless random lines to the horizon.


That's cool. Now, it is just a question of WHAT IFS ....

We made the lines to be random in POSITION at the moment, we have not played with SCALE or ROTATION yet. We can do that if we want to.

I will just kind of "remove" the random Z values and make every lines FLAT, because maybe I can use INTERSECT LINES node to make an interesting pattern. This part is easy.



Next, I want to CENTER PIVOT every Edges. We cannot use Vector Drop apparently, so I might try Bounding Box node.

NOTE: Vector Drop doesn't work with edges, as it needs more than two points to figure out the orientation of the input object.

I did a small test using Bounding Box and what we learned in previous post:

So, back to what we are working on, I made a new Node Tree setup like below.


I can do something more crazy like random rotation.


What I really want is something like below. Get rid of rotation complexity for now and have something like below:


And THEN, we can do this super combo of nodes:


With some more tweaks we can have an interesting generator for Maps for something that might more naturally represent City spreads.





The Map Mesh is rather clean, which I like about it. I manually extrude it below, because we don't have Extrude node yet. We can use Adaptive Polygons, I guess.



Below is an alternative. I cannot explain everything in details.



The RECIPE is surprisingly simple and can be summarized as below:
1. Procedurally generate interesting map pattern.
2. Random extrude selected to create building
3. Use "weight" to further randomize the placement of objects.

NODE: Mask Vertices (new!)

In a separate Node Tree, I also experiment with the new Mask Vertices, which allows us to mask vertices, just like we can mask polygons (faces) using List Mask.

Below, I am using the Displacement of Mesh to control the spacing of building.




EXAMPLE: Random Pixel Symbol Generator


The Node Tree is something like below, but can also be simplified.

Sage told me it is similar to FEZ alien language:
http://wikicheats.gametrailers.com/Fez_-_XBLA/Secret_Alphabet


If we use "MIRROR", we can actually end up with something that resembles more of PIXEL CHARACTER. Remember my really old post in 2011 about NodeBox?

Yes, we don't need outside tool like NodeBox anymore, we can procedurally generate mesh in Blender:
http://blendersushi.blogspot.com.au/2011/11/nodebox-2-into-blender-for-procedural.html

My wishlist has come true.

SNIPPET: Recreating "Build Modifier" using Sverchok

  • POLYGON BOOM
  • SEPARATE LOOSE
  • LIST SLICE
  • LIST SHUFFLE
  • LIST SHIFT
  • MESH JOIN
  • VERTICES SORT (new!)
This does not need too much explanation, just something like below.

We just need to care about the LEVEL of LIST DATA and ask questions like these:
- Do we want to SEPARATE points/edges/polygon faces?
- Do we want to SHUFFLE or perhaps OFFSET the Start and End?
- How are we going to SPLIT them? Care about the Head and Tail.
- Do we need to COMBINE them again before baking?

In short:
1. INPUT
2. How do we FILTER the data?
3. How are we going to MODIFY and PROCESS the data?
4. Think about the DESIGN of the SYSTEM.
4. OUTPUT

If Yoda explains all about this data, maybe he would says something like this:

The Force, we cannot create or destroy. In the Force, Out the Force. Control the Flow of the Force, we can.Control, control, you must learn control!




Randomly Building the Face
Grease Pencil comes in.

FURTHER ON...

Using the displacement values we could actually control all kind of things in Blender using the BPY. I don't want to go there yet. Too complex.

Wait until we have things like Grease Pencil, Vertex Color, Materials, UV inside Sverchok, then we can come back to this and further explore the possibilities.

What's next, I want to think about:
1. Random Character Generator
2. Random Creature Generator => start with insect maybe?

I don't want to do Trees and Plants, because they are already been done too many times. Any other ideas you can think of? Please let me know.

100% Made in Blender Pixel Art. No mouse, no 3D geometry, just keyboard and Python.

BLENDER BY NUMBERS
Inspired by John Maeda's Design By Numbers


INTRO NOTE, updated 2013.03.13

When starting this "Pixel Art in Blender", I did not think to go this far. I began by borrowing some info and script from Blender Scripting blog (by Dealga McArdle).

Later on as I go along in simplifying the script, I slowly starting to understand what his script is actually doing. I also started to look around everywhere for information to help me understand the process further.

I found this book below is helpful
"Introduction to Computing and Programming in Python - A Multimedia Approach" 
by Mark Guzdial and Barbara Ericson".
http://www.amazon.com/Introduction-Computing-Programming-Python-Edition/dp/0132923513/ref=dp_ob_title_bk/182-7879843-1920335

Similar example:
http://www.csse.monash.edu.au/~berndm/JMSS/python/tutorials/picture%20processing/

It is a basic Computer Science on Image Processing, but applicable for what we are doing: to be able to use Python to create and modify pixel.

For Blender artists with no interest with Python programming (yet!), you can use few scripts down below that allows you to:
  • Draw A Pixel 
  • Import Pixel Art and turn it into 3D
NOTE: There is also a Video Tutorial I just made today. Scroll down to the very bottom.

Being able to understand how a script works is definitely very rewarding, especially true for newbie Python coder like me. There are tons to discover and it is very exciting.

In near future, I am thinking to further extend this idea, until we are able to:
  • Modify the Color of Pixel using Image Processing Logic
  • Creating transition animation from one pixel to the next, frame by frame like in LED animation
  • How to render it out (save it to disk as well)
Thank you again to Dealga McArdle at Blender Scripting blog for wealth of information there waiting to be discover and John Maeda for truly inspiring way of thinking in simplicity and attention to details.



Continue with our Python journey ....

I was reading and studying some posts from this awesome Blender Scripting Blog by Dealga McArdle and there is one topic that is pretty interesting to me: "Pixels".
http://blenderscripting.blogspot.com.au/search/label/pixels

Dealga wrote and proposed on how we could tell Blender to draw pixels using Python. His example is quite clever and really open for interpretation. I did not get the whole thing yet, but they are interesting, especially the random pixel color it can generate.

I like to take his basic template on how to draw pixels and try to simplify further until we can draw a pixel.

I want to think in term of 2D Computer Graphics ala Design By Numbers (John Maeda) and Processing, and also NodeBox.

Basically let's explore this "Draw A Pixel" idea using Python.

DRAW PIXEL TEMPLATE 
Below is the basic template from Blender Scripting blog:


import bpy
import random

D = bpy.data

width = 10
height = 10

image_object = D.images.new(name='picOut', width=width, height=height)
num_pixels = len(image_object.pixels)

# draw a dot of pixel at certain position based on the number N
# N should not be bigger than (4 * width * height)
# value can be between 0.0 and 1.0

image_object.pixels[N] = 1.0 
image_object.pixels[245] = 1.0 

Let's trace the script above:

  • It tells Blender to create an image object, with the size of Width and Height specified. We use small number for now, like 10x10 grid, total number of 100 pixels.
  • The way it works, apparently the image object itself contain lookup information about Red, Green, Blue, Alpha color pixel value. Which means, for 100 pixels, we are getting the a total length of 400 slots in total (from num_pixels variable).
  • We can color the image object simply by putting a number in correspond to the R, G, B, A slot.


CREATING DRAW A PIXEL FUNCTION

Instead of relying to images.pixels[] function, I am thinking that we need to further break it into a function that is easier to comprehend.
I want to end up with function like this:

drawPixel(x,y, R, G, B, A)
x = coordinate pixel X
y = coordinate pixel Y
R = red value (0.0 - 0.1)
G = green value (0.0 - 0.1)
B = blue value (0.0 - 0.1)

drawPixel(i,j,value) # simplified version, greyscale output
i = coordinate pixel X
j = coordinate pixel Y
value = the value for RGBA

Let see how we can accomplish that.


PIXEL GRID
Firstly, we know that images.pixels[N] is the function we will be using to actually draw a pixel. But what we know is that the value N / the number that we specify, is an index number that is representing RGBA of the actual pixel of an image.

When we create 10 x 10 grid, we get 100 pixels. But inside the images.pixels, there are 400 index slots or 400 items. If we imagine it as a LIST, it will be something like this:

[ r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a, ..... ] for 100 times (because we have 100 pixels).

When we use the function images.pixels[N] as below:
images.pixels[6] = 1.0

That is basically telling Blender to draw a BLUE with value of 1.0 at Pixel Coordinate [1, 0] and mix it together with whatever value of RED, GREEN, ALPHA (default of 0.0).

How do I know that? From our understanding of LIST above.


(Inside Blender UV/Image Editor panel, if we LMB hold, we get information about that pixel. Above, we see information such as RGBA value and also the XY coordinate).

LIST TO MATRIX GRID



Before I got into the actual function to draw a pixel, I am researching all around on how to turn LIST into GRID ARRAY. Apparently, it is not ARRAY that I am really searching, I need a MATRIX, 2 Dimensional 2D Matrix to represent LIST as a GRID.

So, imagine we have a list  [r,g,b,a,r,g,b,a,r,g,b,a,r,g,b,a .... ] that we want to turn into matrix list [[r,g,b,a][r,g,b,a], [r,g,b,a].....]

Or imagine we have a list representing coordinate 10 x 10, but as a list [0,1,2,3,4,5,6,7,8,......, 99]. Total of 100 numbers.

That list will more useful if we turn it into something like below:
[[0,1,2,3,4,5,6,7,8,9], [10,11,12,13,14,15,16,17,18,19], .... and so on]

Which will be a more representative of (X, Y) grid. So that we can easily point the X and Y, and Python will turn that back into a number. I have few Python solutions that allow us to SPLIT a LIST into MATRIX.

FIRST SOLUTION
I got this awesome answer from Taisuke Tanimura which uses List Comprehension in Python:

##########################

# Taisuke Tanimura solution

r=1.0
g=1.0
b=1.0
a=1.0

origList = [r,g,b,a,r,g,b,a,r,g,b,a]
splitList = [origList[i:i+4] for i in range(0,len(origList),4)]

print (splitList)

##########################

SECOND SOLUTION 
My solution based on eHow solution

r=1.0
g=1.0
b=1.0
a=1.0

origList = [r,g,b,a,r,g,b,a,r,g,b,a]
splitList = []
splitEvery = 4

while origList != []:
    splitList.append(origList[:splitEvery])
    origList = origList[splitEvery:]
    
print (splitList)

##########################

THIRD SOLUTION 
To use NumPy, but I don't know exactly how. Google keeps pointing at NumPy.

NOTE:
While researching about List and Matrix, this is all basic stuff, I can imagine, but I found heaps of information about Python and how it can SLICE a LIST and also do the reverse like FLATTEN LIST within LIST or NESTED LIST into a single LIST. They are all new for me and very interesting.

[UPDATE 20130312: Understanding LIST & GRID]
Read further explanation by my mate, Nemui Kame regarding this kind of LIST and GRID to get a better understanding:
http://alittlegamecode.blogspot.com.au/2013/03/how-to-access-rgba-color-channel-via.html

Anyways, using the above method, we create a function below:


def grid(x,y):


# we have 10 x 10 grid, list will contain the total of it
origList = []

for i in range(width * height):
origList.append(i)

matrix = []

while
origList != []:
splitList.append(list[:width])
origList = list[width:]

return
splitList[y][x]



Taisuke's Method:


def grid(x,y):




origList = []

for i in range(width * height):
origList.append(i)

splitList = [origList[i:i+width] for i in range(0,len(origList),width)]



return splitList[y][x]


So, the function will return N number that actually represent X, Y grid coordinate. We can call it simply by using grid(x,y).

Cool. So the next thing we do is just to apply that into our next problem.

ADDING RED, GREEN, BLUE, ALPHA PATTERN INTO THE MATRIX
Since our pattern is [r,g,b,a, r, g, b, a, ....], my next quick hack solution is simply to do this:

N = red value
N + 1 = green value
N + 2 = blue value
N + 3 = alpha value

That will be how the whole list will be applicable to what we are doing.

BLENDER SUSHI SCRIPT: Draw Me A Pixel


import bpy
import random

D = bpy.data

width = 10
height = 10

image_object = D.images.new(name='picOut', width=width, height=height)
num_pixels = len(image_object.pixels)

def grid(x,y):
# we have 10 x 10 grid, list will contain total of it
origList = []

for i in range(width * height):
origList.append(i)

splitList = [origList[i:i+width] for i in range(0,len(origList),width)]

return splitList[y][x]

def drawPixel(x,y,value):

# multiplied by four because of r, g, b, a pattern
pixelNumber = grid(x,y) * 4

# this is a quick way to iterate
image_object.pixels[pixelNumber] = value
image_object.pixels[pixelNumber+1] = value
image_object.pixels[pixelNumber+2] = value
image_object.pixels[pixelNumber+3] = 1.0

print(pixelNumber)

# NOTE: number cannot go outside the range of image pixel width height

BLENDER SUSHI SCRIPT: Draw Me A Pixel - OPTIMIZED
AS SUGGESTED BY DEEN / updated 2013.03.13


import bpy
import random

D = bpy.data

width = 10
height = 10

image_object = D.images.new(name='picOut', width=width, height=height)
num_pixels = len(image_object.pixels)

def grid(x,y):
return x + width*y

def drawPixel(x,y,value):

# multiplied by four because of r, g, b, a pattern
pixelNumber = grid(x,y) * 4

# this is a quick way to iterate
image_object.pixels[pixelNumber] = value
image_object.pixels[pixelNumber+1] = value
image_object.pixels[pixelNumber+2] = value
image_object.pixels[pixelNumber+3] = 1.0




Thanks to DEEN in the comment below. Apparently we can get easier access to the Linear List from Matrix Grid XY by doing this: grid(x,y) = x + width*y

Much simpler. Why did not I think of that? I must have forgotten my Math!

However, doing it the long complicated way and the hard way, one learned how to SPLIT Linear List into Matrix and how to FLATTEN Matrix into List.


Keep in mind that the script will:
  • Create New Image and start fresh canvas each time you run the script. You can certainly change this behaviour and tell Blender to override the same image instead, but do keep track of your image Width and Height. Remember you cannot draw outside the dimension of your canvas.
  • Draw pixel on top of another pixel in sequences
Once above setup script is ran, we can simply call the function to draw a pixel by using drawPixel(x,y,value). Keep in mind your image dimension (width and height) and do not place the pixel outside the image canvas.

Each drawing will be processed top to bottom, and every pixel will be over-drawn by next pixel.


drawPixel(6,8, 1.0)
# this will draw pixel at X,Y coordinate (6,8) and as a value of 1.0 (RGBA).


Noise pattern.


Stripe of lines drawn pixel by pixel.


Lines with Random Greyscale values.


Using 100 x 100 pixel grid. 


It is starting to take a little longer to create, but still OK. The result is quite interesting.

For 1000 x 1000 grid, that will take quite a loooong time, but that is because this Python script to "Draw A Pixel" is not optimized. There must be a much better and faster way using Blender Python API.

More examples:

Using Width and Height as INPUT for the interaction



Using Random Module for colorful pixels





MARIO MUSHROOM PIXEL ART



Check the newly created image under Image Editor. There is probably a way to change the context and to update the Image Editor screen.


DRAWING PIXEL WITH COLOR (R, G, B, A)
For the colored Pixel, I added the code below:

def drawPixelColor(x,y,R,G,B):
    
    # multiplied by four because of r, g, b, a pattern
    pixelNumber = grid(x,y) * 4
    
    # this is a quick way to iterate
    image_object.pixels[pixelNumber] = R
    image_object.pixels[pixelNumber+1] = G
    image_object.pixels[pixelNumber+2] = B
    image_object.pixels[pixelNumber+3] = 1.0
    
    print(pixelNumber)

Below is the code to draw MARIO RED MUSHROOM, pixel by pixel. See if you can optimize this further.


### DRAW MARIO RED MUSHROOM ###


# draw white background
for i in range(16):
for j in range(16):
drawPixel(i,j,1.0)

# draw mushroom outline
for x in range(4,12): drawPixel(x,0,0.0)
for x in [3,12]: drawPixel(x,1,0.0)
for x in [2,13]: drawPixel(x,2,0.0)
for x in [2,6,9,13]: drawPixel(x,3,0.0)
for x in [1,2,3,6,9,12,13,14]: drawPixel(x,4,0.0)
for x in range(4,12): drawPixel(x,5,0.0)
for x in range(5,11): drawPixel(x,15,0.0)
for y in range(5,11): drawPixel(0,y,0.0)
for y in range(5,11): drawPixel(15,y,0.0)
for y in range(11,13): drawPixel(1,y,0.0)
for y in range(11,13): drawPixel(14,y,0.0)
drawPixel(2,13,0.0)
drawPixel(13,13,0.0)
for x in range(3,5): drawPixel(x,14,0.0)
for x in range(11,13): drawPixel(x,14,0.0)

# draw mushroom inside
for x in range(3,12):
drawPixelColor(x,6,1.0,0.0,0.0)
for x in range(3,12):
drawPixelColor(x,6,1.0,0.0,0.0)
drawPixelColor(14,6,1.0,0.0,0.0)
for x in [2,3,12,13,14]:
drawPixelColor(x,5,1.0,0.0,0.0)
for x in [3,4,9,10]:
drawPixelColor(x,7,1.0,0.0,0.0)
for x in [3,4,9,10]:
drawPixelColor(x,7,1.0,0.0,0.0)
for x in [2,3,10]:
drawPixelColor(x,8,1.0,0.0,0.0)
for x in [1,2,3,10,11,14]:
drawPixelColor(x,9,1.0,0.0,0.0)
for x in [1,2,3,10,11,12,13,14]:
drawPixelColor(x,10,1.0,0.0,0.0)
for x in [3,4,9,10]:
drawPixelColor(x,11,1.0,0.0,0.0)
for x in range(4,10):
drawPixelColor(x,12,1.0,0.0,0.0)
for x in range(5,9):
drawPixelColor(x,13,1.0,0.0,0.0)
for x in range(5,9):
drawPixelColor(x,14,1.0,0.0,0.0)





Try and  draw your own Pixel Art, pixel by pixel, using the code provided above and your understanding of Python. I guarantee that you will start to think further in term of making the code more efficient or how to draw faster.

Use small size Grid for now, for sake of simplicity. 100 x 100 is already quite big and the code can be slow. Try smaller grid size:
  • 10 x 10
  • 16 x 16
  • 32 x 32
  • 64 x 64

UPDATE 2013.03.14 / Saving Out The Image Files

So, you probably end up with some Pixel Art images now and want to save it? You can do that manually, but if you have many images, maybe we need Python.

Below is my attempt to write a script that will save all the Image Files: (that are currently open and displayed on Blender Image Editor)

BLENDER SUSHI SCRIPT: Save All Images



import bpy





allImages = bpy.data.images


filepath = 'C:/' # this is the root path where file will be saved





for image in allImages:


    image.save_render(filepath + image.name +'.png')


    print (filepath+image.name+'.jpg' + ' is saved!')



I figured out about the script and Python method to save the image file by using dir() on Blender Data Images object. I guess this is a good way to search for functions/methods inside an object. Surely Blender Python will have better documentation when it reaches Blender 3.0, but for now, I think this is the way to go apart from Google search or asking at the forum.




Gangnam Style 3D Pixel Art.

REMIX THE CODE 
Modify the code further and extend it as you pleased. As you may notice above, I actually do some modification by adding drawPixelColor() function. Of course the possibility is really endless.

Perhaps, you can create a  QR code in Blender, pixel by pixel?

Maybe you can sample a small Pixel Art that will then create a 3D Pixel Grid all with the correct material? Have someone done that? Very possible. In fact I will just do that now.

REVERSE THE CODE


Here, we are going to "reverse" the process. This is where the fun began.

So instead of Drawing A Pixel, the code below (which I again borrowed from Blender Scripting blog) will read whatever image pixel that you open in Blender (opened in Image Editor) and then take that data back into Blender as LIST and LIST MATRIX.

Inside Blender Image Editor, open up an image. In my case it is called 'mario_musroom.png', change that name with whatever image file you have.

import bpy
D = bpy.data

test_file = 'mario_mushroom.png'
img = D.images[test_file]
pixels = list(img.pixels)
grouped_list = [pixels[ipx:ipx+4] for ipx in range(0, len(pixels), 4)]

print("------LENGTH------")
print( len(img.pixels)//4) 
print("------PIXEL------")
print(pixels)
print("---GROUPED-PIXEL---")
print(grouped_list)
print(grouped_list[255])

Below is List of 4 x 256 Numbers, representing the pixel and RGBA values from the 16x16 Mario Mushroom image:



Below is Grouped Matrix List of 4 x 256 Numbers, representing the pixel and RGBA values from the 16x16 Mario Mushroom image:


What can you do with those data again then? Anything you can think of, actually.

You could manipulate the RGBA pixel color value and pass it back as new picture. Changing the color into greyscale, shifting the color value, create some variations of colors, and all kind of RGBA pixel color manipulation.

From Blender Scripting blog, Dealga suggested "firefly reduction" method, which is clever, kind of like "noise reduction" way of thinking.

We actually have good useful List of Array Matrix that can tell you the location of (X, Y) and also the R, G, B, A, so we can really filter that list and then tell Blender to create grid of xoxes with RGBA value. Although... I imagine many boxes with hundreds of materials will be quite heavy for Blender. Particle and Instance is probably better.

However, regardless of that, it is worth trying out just to further think in Python. 

Let see how we can draw some boxes using the above information...

I have a little help from here in term of applying Material to newly created Cube.

UPDATE 2013.04.09

BLENDER SUSHI X SCRIPT: Import Pixel Art and Create 3D Cubes (OPTIMIZED VERSION)

BIG thanks to MageOfTheForest for optimizing the script! 


import bpy

'''
This is an optimized version of Pixel to 3D Cubes script.

Credits to: mageoftheforest

Last update: April 9, 2013 at 2:08 AM

'''

# Specify your image here, open it inside Blender Image Editor panel
image_file = 'zelda_16_16.png'

img = bpy.data.images[image_file]
pixels = list(img.pixels)

# creates a 2 dimensional array from a 1 dimensional array
# by grouping r, g, b and a for each color
grouped_list = [pixels[ipx:ipx+4] for ipx in range(0, len(pixels), 4)]

# Get width and height of image (in pixel)
width = img.size[0]
height = img.size[1]

bpy.ops.mesh.primitive_cube_add()
obj = bpy.context.active_object
obj.scale = 0.5, 0.5, 0.5

mat = bpy.data.materials.new('pixelColor')
mat.diffuse_intensity = 1.0
mats = {}

for y in range(height):
for x in range(width):
# separate RGBA into each own variables
r = grouped_list[x + y * width][0]
g = grouped_list[x + y * width][1]
b = grouped_list[x + y * width][2]
a = grouped_list[x + y * width][3]

# create cube at location XY
# a new created mesh will always become the active object
copy = obj.copy()
copy.data = obj.data.copy()
copy.location = (x - width / 2, y - height / 2, 0)
copy.name = 'pixelcube.%s' % (x + y * width)

# add material with RGB color as sampled for every pixel
key = str(r) + str(g) + str(b) + str(a)

if key in mats:
copyMat = mats[key]
else:
mats[key] = copyMat = mat.copy()
copyMat.diffuse_color = (r,g,b)

copy.data.materials.append(copyMat)
bpy.context.scene.objects.link(copy)
print ('PixelCube {number} created at:'.format(number=x + y * width), x, y, ', with RGB color', r, g, b)

bpy.context.scene.objects.unlink(obj)
bpy.data.objects.remove(obj)

# Code for join all objects together
# Place the origin to the center and
# Remove all double vertices


'''
bpy.context.scene.objects.active = copy
bpy.ops.object.join()
bpy.ops.object.origin_set(type = 'ORIGIN_GEOMETRY')
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.remove_doubles()
bpy.ops.object.mode_set(mode = 'OBJECT')
'''

print('Finished')







Although I have not fully studied the optimized script in details, but above should work fine and a lot faster. The script procession will now continue running at full speed and does not slow down like below.

To do 256 x 256 grids, it will take few minutes instead of hours. Mind you, 256 x 256 = 65536 Cube with 65536 Materials. It will also consume around 1.6 GB of RAM. Not recommended.

You might also want to tweak the script above to apply color to a single material with Vertex Color Set, instead of Multiple Materials. Doing it this way is much more efficient and you can easily transfer it to Cycles.

Below is the original script to convert Pixel Art to 3D Cubes.

BLENDER SUSHI SCRIPT: Import Pixel Art and Create 3D Cubes

WARNING NOTE:
  • Use the script only on small Pixel Art ( 64x64 pixel is probably already big )
  • Toggle Blender System Console to see the progress printed out line by line.
  • I have not optimized the script, so 128 x 128 pixels will take a bit of time (few hours?). 1024 x 1024 pixel will probably take .... few days to complete. Do not try that.
  • Remember that you are creating total number of X x Y pixels. For 128 x 128 pixels, you will get 16384 boxes with 16384 materials! It is quite possible Blender may freeze run out of memory.
  • For pixel art with large dimension, it is better to use UV + texture and a single material after all. But for small pixel art, sometimes I prefer each box have its own material and color.
  • My Task Is: to optimize the script...
  • Will try Vertex Color option for more flexibility when using Cycles.

import bpy
D = bpy.data

# Specify your image here, open it inside Blender Image Editor panel
image_file = 'mario_mushroom.png'

img = D.images[image_file]
pixels = list(img.pixels)
grouped_list = [pixels[ipx:ipx+4] for ipx in range(0, len(pixels), 4)]

# Get width and height of image (in pixel)
w = width = img.size[0]
h = height = img.size[1]

print("------LENGTH------")
print( len(img.pixels)//4)
print("------PIXEL------")
print(pixels)
print("---GROUPED-PIXEL---")
print(len(grouped_list))

# Create LIST of GRID XY value
rowColList=[]

for i in range(height):
for j in range(width):
rowColList.append(i)
rowColList.append(j)

# SPLIT the LIST of XY
origList = rowColList
splitList = [origList[i:i+2] for i in range(0,len(origList),2)]

for number in range(len(grouped_list)):

# separate RGBA into each own variables
r = grouped_list[number][0]
g = grouped_list[number][1]
b = grouped_list[number][2]
a = grouped_list[number][3]

# separate XY coordinate
x=splitList[number][0]
y=splitList[number][1]

# create cube at location XY
bpy.ops.mesh.primitive_cube_add(location=(x-width/2, y-width/2, 0))
selectedObject = bpy.context.selected_objects
selectedObject[0].name = 'pixelcube.%s' % number
selectedObject[0].scale = 0.45, 0.45, 0.45

# add material with RGB color as sampled for every pixel
mat = bpy.data.materials.new('pixelColor')
mat.diffuse_color = (r,g,b)
mat.diffuse_shader = 'LAMBERT'
mat.diffuse_intensity = 1.0
#mat.emit=0.5

bpy.context.object.data.materials.append(mat)

print ('PixelCube {number} created at:'.format(number=number), x, y, ', with RGB color', r, g, b)






NOTE:
The actual sampling of image information in Blender is flipped horizontally, so maybe the resulting cube needs to be flipped manually. Or we can change the code to flip the axis.

Image is flipped when read back.
With this setup, we actually have Cubes for each pixel and each one of them is colored properly. We can apply Blender Rigid Body Dynamic to it like below if we like.
Of course you are not limited to 3D Cube shapes, you can also use other 3D Primitives or even Suzanne. Simply switch the Cube with other shapes and see how it looks.

NOTE:
Again I have not yet optimized the script further, unlike what Dealga has been exploring and get into conclusion on his website. So please do your own reading maybe you can improve the script yourself.
http://blenderscripting.blogspot.com.au/2012/08/adjusting-image-pixels-internally-in.html

Check also Dealga's script "Firefly Removal".

I will certainly do some updates whenever I understand something new.

ALTERNATIVE WAY TO RENDERING IT OUT
Use a number of array grid of boxes as you like and then color it using the Cycle material using Object Info Node. Doing it this way is the fastest to map the 2D texture. Using it this way, you get Pixel Colors that is more interpolated.





FURTHER STUDY: John Maeda's Publication, Processing, and NodeBox
Back to Pixel business, try if you could further enhance the code (if you do, please let me know and do give comments below), and make Draw functions such as below:
  • drawLine()
  • drawCircle()
  • drawSquare()
  • drawEllipse()
  • drawRectangle()
See how you would plug in function like Sine and deal with Float value when the grid is expecting Integer value. Things like that. Even I have no idea how to do it.

DEEN: (quoted from his nice suggestion on the Comments down below)
"... before investing time in creating drawLine, drawEllipse, etc, see if you can't use one of the existing Python image manipulation modules for that purpose, like PIL, or pyCairo, etc. I'm reasonably sure you can do drawing in PIL and then transfer the data to the Blender image pixel array in one go."

Perhaps you could further learn and expand this kind of idea using from awesome tools such as:
More Pixel stuff from Processing perspective:
Megaman rocks.

BONUS 2013.03.13 / Video Tutorial On How To Use The Scripts






PIXEL ART IN BLENDER, THE TRADITIONAL WAY...
If you prefer to do it in more traditional way, you can of course use Blender Paint mode. Remember to draw pixel art in a small canvas and a single pixel Brush. 





BONUS INSPIRATIONS

Rendering "pixel" look using Blender Freestyle and disabling Antialiasing by Peripheral Games:

Pixelated Animal Sculptures by Shawn Smith

Laura Bifano // PIXELATED

For more 3D Pixel and Voxel posts, search the particular topic at Blender Sushi.

FUTURE CHALLENGE FOR MYSELF AND YOU

Color Stippling Effects
http://www.joesfer.com/?p=149



MKRdezign

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