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Articles by "revolve"
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Parametric Series continued, this time, I want to talk about Rebuild Curve, Extrude, and Lathe.

(SEMI) REBUILD CURVE / RESAMPLE LINES

  • Interpolation SV Node
  • Range Float SV Node
  • Lines Connection SV Node
Dense Grease Pencil Output
I have mentioned in the past how Grease Pencil conversion to Curve often results in a dense path (too many points). There is an option in the Preferences to Smooth Stroke and Simplify the Stroke and we also have Simplify Curve Add-On, however sometimes we really want to have Curve with a more evenly spaced Points along the lines.


In recent Sverchok update, we now have the Interpolation node that can help us to resample or rebuild curve, and since Sverchok can also bring in Curve object, together this feature really comes in handy!


The COUNT in Float Series node will define the Resampling Points along the Curve. In order for us to be be able to output something useful, we want to also use Lines Connection node.




If we want to evenly spacing a Lamp Pole, or Trees, we can now do that very easily. Perhaps parametric Table and Chair? Below is such example.


NOTE: if you want to have the ability to OFFSET IN / OUT the Line Profile, you want to convert it the mesh back to Curve and the process it like below. You see how the Blender normal workflow can work together with Sverchok procedural/parametric workflow.

Sverchok Grease Table.

Everyone can make a table now. If only we all have 3D Printer!

SIMPLE EXTRUDE IN SVERCHOK

Remember in the previous post when I said that we "cannot" do Face Extrude? Well, I was wrong, there is always a way to do it. Thanks to +zeffii to show me the way. The answer is SELECTIVE SOLIDIFY.

  • Solidify
  • List Mask
  • List Item
Supposed we start with a Plane or Grid of some sort. Simple 8x8 grid. 


We know that if we "Solidify" an object, we get thickness and it is a bit like Face Extrude, but happens for the whole face.

How do we selectively "select" something? Well, we don't have that feature yet, but we have way to mask things out, such as below using List Mask:


The result is not perfect. Maybe List Mask is not what we want. Is there another way to do this? How about LIST ITEM? Yes, this is the one we want.




Now, later on I found out that similar to the result of Solidify and List Mask, this Solidify and List Item are also giving result that's not perfect like below:


However, we have a different and more means to control over the FACE EXTRUDE besides the Adaptive Polygons



SVERCHOK LATHE

Sometimes it's also called Revolved or Screw, we have now this LATHE NODE in Sverchok!

Often overlooked feature like Screw Modifier, this Lathe node is more powerful that one might think at a glance. It is very straight forward to use, it does not need much explanation. Just supply an Edge or Curve of some sort and use it as INPUT for Lathe Node.

You definitely want to experiment and get to know what INPUT PARAMETER you can adjust below. It works similar to Screw Modifier.


You also want to remember to "Apply Matrix" if you are moving the Edge/Curve Profile in World Matrix, so that the point position is confirmed, to get the result below:



Use "Merge" option if you want to "Remove Double". The "Degrees" and "Steps" are obvious to give control over the 360 Lathe rotation.


There are 3 more interesting parameters to play with, you need to feed them with Vector, simply use Vectors In node with these guys: "Cent", "Axis" and "DVec"

"Cent" I believe is the CENTER of Lathe rotation. I actually like to use this with Empty and get the Matrix. By doing that, we have interactive control in the 3D View and Sverchok updates accordingly.





"Axis" is the AXIS you want the Lathe to go around. Feed this with Vector like [1,0,0] or [0,1,0] or [0,0,1]

"Dvec" is probably the Distance it would OFFSET around. "Dvec" option allowing us to create SPIRAL STAIR kind of effect. It will generate a twisty mesh and goes around as many times as you like.




We now have more ways to build endless KORIN TOWER (like in Dragon Ball anime):




BAKING IT OUT WITH BMESH VIEWER

To bake out Sverchok mesh, at this moment, I think the best way is to just use BMesh. We could probably use Grid Matrix to randomly spit out variations of Mesh. that will be cleaner, but often time it takes additional steps to setup.

Using BMesh and Blender's own OBJ Animation Export, we can output OBJ out to be used as Instance Reference objects.

NOTE: I recommend you to use BMesh at the very last moment if you want to bake out the meshes.

1. Use BMesh Viewer at the very last of Sverchok node train chain.
2. Select the BMesh from Outliner or by clicking on Select on BMesh Viewer node.
3. The BMesh will change every frame and generate a different mesh per random Seed.
4. Export OBJ Animation while the BMesh is selected. Specify Animation and Selection Only.
5. Save it into a folder.

Exporting OBJ is totally fine, but Importing those multiples OBJ back into Blender is actually .... tricky. I am afraid Blender could import multiple OBJ at once! Unless I am missing something.

I did mention about this way back ago, and we can use script to do that. All we need to do is to run the Python script that is pointing to the path folder where we have all the OBJs:

NOTE: In Maya we can also Drag and Drop OBJ's into Maya window :) I guess we can ask Blender Developers to allow OBJ drag and drop. Nothing is impossible.



WIGGLE NOISE DISPLACED TEXT

I experimented a lot with Blender Modifier. I found it quite amusing when Text Object allows some Modifiers stacking. Which is very cool. On top of that, Sverchok Developers also gives this capability. So, while the Text Object is still LIVE (we can change the text), we can go inside and mesh around with it.

Below is another example using Noise node. Noise node is limited in parameter at the moment, but we can sort of hack it in a way we can control the scaling.




TRY: Drive Sverchok parameter using sound WAV.


MESH SNAP TO GRID

I found this setup by accident. What if we turn all the XYZ Position of Vertices into INTEGER value, meaning it will snap (rounded) to the nearest full number.

We can came up with an interesting abstract looking object.



Suzanne the Monkey mesh becoming like:



WARNING: 
This is a super basic modeling post. Pro 3D modelers can simply ignore or skip this post. Please don't be offended by how simple this Blender post is :]


Start!
I am really thinking to write a series of easy tutorials for ANYONE to use Blender from zero, whatever their background is. For those who knows nothing about 3D.

(This post may be  INCOMPLETE, but I would like to update this over time.)

1. UNDERSTAND THE 3D SPACE
Most 3D package works in 3D Cartesian Coordinate space. Basically you want to easily locate a position of point in space and in order to do this, you need some kind of method. Mathematicians have all kinds of ways to do this. But the XYZ 3D Cartesian is easiest.

2D SPACE
Imagine a tiny snail walking on a piece of square paper. That square paper has Width and Height, let say we call it X and Y coordinate.

The paper can be in any size. Inside 3D you have unlimited space. The tiny snail can walk in X and Y coordinate of (1,4) or (100000, 40000) if it can walk that far.

3D SPACE
Next, imagine a spider (or you can also use an ant) crawling around inside a box. Instead of X and Y coordinate, we now have Z coordinate, based on the length/depth of the volume of the box.

Now you should start to get the idea of 3D space and Cartesian XYZ Coordinate for position in 3D.

Like mentioned earlier, you can have pretty much unlimited size or space in 3D world (imagine universe), probably only limited by the computer memory. Or, limited by the Camera Clipping Plane. Clipping Plane is a way to limit the size of 3D space.

You can now imagine a little fly flying around inside a box and we can try to locate the position of that fly using XYZ coordinate, and we come up with value like: (1, 5, 10). That value can be in any UNIT: cm, m, inch. Does not matter. In 3D space, a Unit of Measurement is simply a UNIT. Unless you started to get specific and certain with unit measurement.

The space is not just going in positive direction, you can also go negative, this way you have a complete 3D space (+X  or -X, -Y or +Y, +Z or -Z).

4D SPACE
The 4th Dimension is Time. With Time, we can have a moving object in world Time or in its own timeline.

5D SPACE
Layering? Anyways, we probably don't need to know too far.

Anyways, in 3D space, you are free to place your object, camera, light, etc.

LOCAL SPACE AND WORLD SPACE
This is pretty simple concept, but may take a while to understand completely. Basically every object will start at 0,0,0 position of World Space when created. If you move that object, then the position will change in World Space. But the Local Space of that object is still at 0,0,0 relative to itself. This will be more apparent when you start creating hierarchy Parent and Child relationship between objects.

BLENDER 3D CURSOR
In Blender, you have something called 3D Cursor. Whenever you LMB click (Left Mouse Button) click, it will place that 3D Cursor on the 2D invisible plane, in 3D space.

It may seem to be a clutter in the 3D view, but you will soon like this 3D cursor. Very helpful to:
  • Snap object
  • Pivot object
  • Move the pivot of object.
  • Many more
http://blendersushi.blogspot.com.au/2011/07/ui-that-pesky-3d-cursor.html

2. GET TO KNOW HOW TO ORBIT, PAN, ROTATE
3D View is how you see 3D Space via 3D camera as 2D flat image. You can view 3D in Perspective or as Ortographic. You are basically using the default hidden camera when you see the 3D View. There is usually another camera required for you  to be able to "Render".

In Blender, the Numpad key is your friend to jump to Top, Side, Front or any other side of the 3D Space Box. You can quickly go to any camera view this way. If your keyboard does not have Numpad, just go to View Menu.

You navigate around in 3D inside Blender using 3 different methods:
  • Tumble (MMB drag)
  • Pan (Shift + MMB drag)
  • Zoom (Scroll Wheel or Control MMB drag)

3. GET TO KNOW HOW TO TRANSFORM AN OBJECT OR COMPONENT OF OBJECT
Translate (G), Rotate (R), and Scale (S). This is the basic of transformation of object in 3D. Rotation being the most complex, this is why Blender has Euler and Quaternian rotation.

From XYZ Coordinate you learned earlier, you want to know that you can Translate in XYZ, Rotate in XYZ, and Scale in XYZ.

Blender has a lot of tricks and hotkey shortcuts that are hidden in it, that you will find a long the way.

With Translate, Rotate, Scale, you can do a combo like this:
- Tap G, X, and enter a value == means translate along X axis and specify value
- Tap R, R, == pivot rotate an object

4. MODELING BASIC
  • Vertex, Edge, Face
  • Snapping
  • Extrude
  • Bridge
  • Proportional Transform

5. SERIES OF BASIC MODELING TUTORIALS.
We will do some Polygon modeling. There are many ways to model. You need to learn the tool and many of the techniques and then continue practicing.

A. BASIC BOWL
I am using a method that is really powerful in Blender: you can simply extrude a single vertex. Or you can use the "click-click-click" method, just like connecting the dot.



CHALLENGE: 
Create a 3D Teapot or the famous Utah Teapot:
http://goo.gl/TY2dg

B. MODEL A CEREAL BOX
Find a cereal box packaging and try to open it nicely so you have a flat object. Scan it, bring it into Blender to use it as 2D reference.

CHALLENGE:
Find the most complicated packaging you can find, then model that in 3D. Cereal box is great because you can then start to learn how to work with flat UV Texture for later becoming a 3D form.

C. ORIGAMI MODEL
Create a paper crane in 3D. And also do some other PAPER CRAFT model. Then look at some structure of Chinese Paper Lantern.

D. MODEL A LOGO IN 3D
Study Blender Curve Modeling and working with Blender Font/Type tool.

E. STICK FIGURE
Using Skin Modifier. Available officially in Blender 2.64 up.

Later on in your 3D exploration, you will find out terminology such as Organic Modeling and Hard Surface Modeling. Organic Modeling is more for natural object: human, creature, plants, etc. Hard Surface Modeling is more like: cars, weapons, robot, machine, airplane, etc.

Now, Skin Modifier is one awesome feature provided in Blender allowing you to model in a very organic manner. You basically providing some point and connect the point to create edges, and the Skin Modifier will create a fully 3D mesh.

With this tool, just be free like when you are doodling on paper with lines. You really just work with lines or edges and connecting the dots. Then you tweak the "size" or "weight" of each dot to refine your 3D Mesh.

FREE DOODLE:

STICK FIGURE:
Here, you will learn the technique to Mirror your 3D Edges, so you only need to draw one side and Blender will Mirror to the other side.


From Mesh that is created just by using Skin Modifier, you are free to continue adding details using Blender Multi Resolution Deformer Brush and Sculpting Mode.

This method is really powerful, you may be surprised that a really complex model can be started this way.

The original idea of Skin Modifier, is based on this ZBrush's ZSpheres:
http://goo.gl/fDjOr

If you don't know already, ZBrush is one package really popular used in 3D industry for a while now. Next popular tool will be Mudbox. And then there is also Sculptris.

Don't worry Blender will have the power of Sculptris one day.

F. ROBOT AND MECHANICAL ARM
Study a proper blueprint and model in measurement.

G. ARCHITECTURAL MODELING
I would have taken Architecture as my Major Study, but well I took graphic design and animation instead. It gives you a different way of thinking. I can see how Architects have good sense of DETAILS and DETAILING. While Graphic Designers tend to be toward SIMPLE and SIMPLICITY.

I mean, eventually you learn both art of SIMPLICITY and DETAILS anyway, if you are persistent.

Modeling things like Building, House, Furniture, etc. is a good practice for your modeling skills.

H. HUMAN MODELING
Understanding topology.

QUICK CONCLUSION
It takes years of practice to make you good at something.

If you look around the Internet for 3D model artworks and 3D modeling reel, you will find so many skillful 3D modelers out there.

Do not be intimidated, they are just really that good. It must have taken them hundreds of hours of work and practice to be that good. They are also have traditional art background (drawing, sculpting), I am sure.

The last few years trend in 3D industry is always to make a model that is realistic, or hyper-realistic. I am a believer that "realistic" model is just one path to seek.

For beginner 3D modeler, just model 3D objects like in "Katamari Damacy" and keep pushing yourself:
http://en.wikipedia.org/wiki/Katamari_Damacy
http://goo.gl/1c8Ze

Remember:
- Use references or just be free with your imagination.
- Ask other people opinions, show your work and improve it
- Practice Traditional Art: Drawing, Figure Drawing
- Imagine in 3D
- Practice and practice


OTHER RANDOM MODELING RELATED LINKS


CROUCH LoopTools Modeling Add-On
http://lesterbanks.com/2012/07/looptools-for-blender-updates-with-new-gstretch-polygon-creation-feature/

GStretch
http://www.youtube.com/watch?v=jzMDDkd-QwA

MKRdezign

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