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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:




"Interesting Pattern" as Garman said.

Let's have fun and create our own procedural pattern.

The problem to solve is to create funny pattern artwork above. Originally, this is something that you would like to do using procedural tool like Houdini.

How do we create this in Blender, as procedural as possible? We will take a look step by step on how you could solve the puzzle.

NOTE: You will need Blender version 2.68 up that has "Use Modifier Stack" option for Particles.

1. BREAKING THE PATTERN ELEMENTS

Like all kind of patterns, we should be able to break it into elements that can be repeated. The above funny "pipe" pattern maybe already familiar to you. There are probably similar patterns like that in Math. 3D patterns actually interesting.

One example I could remember from top of my head is the Procedural Snakes in "Snakes On The Plane" by Cafe FX. There is some sequences showing Snakes going in motion in a complicated patterns, that's Math.

Anyway, the above patterns can be broken into 2 x Shapes like below:
Shape A

Shape B

2. PROCEDURAL CIRCLE


The above design can be created using either Poly Mesh or Curve. Any modeling technique will work.

With Curve, we can start with a circle. We just need to turn the circle into 1/4 circle, which is, actually slightly tricky because when you delete a point in Circle, Blender tends to adjust the bezier handles. You can give it a try.

See down below for Python script way to create 1/4 Curve.

I will probably do something like below to then be converted to Curve.

With Mesh, we could start right away with a Torus shape which is cut into 1/4 Circle Torus.

However, a more procedural way is to probably start with a Single Mesh Point + Screw Modifier. Which then converted into Curve, to take advantage of Blender Curve and Modifier.

Step by step:
1. Merge Cube into Single Mesh Point. Place the single Mesh point at XYZ position: 0, 1, 0.
2. Create Empty, this will be our reference point for Screw Modifier.
3. Apply Screw Modifier to the Single Mesh Point. Make sure the angle is 90 degree so we get 1/4 of Circle. You can adjust the number of steps. Assign the Empty created on Step 2 as the ObAxis, turn on Object Screw option.


We should be getting something like below.

Procedural 1/4 Circle part one.

At this stage that 1/4 Circle is pretty procedural. If you want less or more DIVISIONS for this Circle shape, you can adjust the Step on Screw Modifier. If you like to increase or decrease the RADIUS, you can do so by moving the Single Vertex in Y axis (for this setup).

Remember this technique in the future, will come in handy.

Watch also Curve Start Bevel and End Bevel, it is interesting that you can "Carve" the Curve Start and End like that. Very Houdini like.

4. Next, we want to convert this Mesh into Curve object. Why? Because Curve in Blender has interesting property that can be used to create a Pipe with hole, which Radius can be adjusted anytime as we please.


5. Now that it is a Curve, under Curve Property, we can enable the Depth and Fill of Curve.



Procedural 1/4 Circle part two.

Now, we have 1/4 Torus with adjustable Radius for our Pattern Design Element.

The only little GLITCH is that the end and start of "Torus" is not 100% tangent. But it is ok, something we can always make up in the end.

If you can suggest a better method to create 1/4 Torus, please let me know. If you don't care much with the Radius, you can always use Torus Mesh and cut it into 1/4 quarter.

Now, it's matter of duplicating, rotating and position this shape to get the 2 x Elements:


We can group them and we will use as Particle Instances.

3. PROCEDURAL GRID

The idea here is just to place the 2 x pattern elements above into a template grid that will then create the Patterns.

Can we create procedural Grid? Sure, you can, by using a Single Face and Array Modifiers.

1. I tested it with Single Vertex + Array Modifier combination, apparently it does not work. Array Modifier seems to like Edge or Face. We will start with A Single Face.


2. Assign live 2 x Array Modifier the Face in 2 Direction to create procedural grid. The Array Count can be adjusted anytime. Activate Merge so that we do not have duplicate vertices in one spot.



Procedural Grid.

4. PROCEDURAL PATTERN

Now that we have every ingredient, we can simply Copy Stamp the Instances into Particles.

I remind you again that you need Blender 2.68 that has "Use Modifier Stack" option under Particles. This is so that we can use our Procedural Grid to generate the Template for Particle Instance while keeping everything live and procedural.

Simply create Particle System using our Procedural Grid, and then activate "Use Modifier Stack". There are few settings you need to adjust under Particle System so that everything works:

IMPORTANT:
The Emission Count (Total Particles) = (Array Count X + 1) * (Array Count Y + 1)



Everything set properly, you will get the setup and our puzzle is solved.


The power of procedural will enable you to do these:

RANDOMIZATION OF PATTERN
By adjusting the Seed of Particle, you will get random patterns.





RADIUS VARIATION
Thick Radius.

Thin Radius.

GRID EXPANSION
Since the Array is still live, we can simply adjust the Grid X and Y. Remember to also adjust Particle Total Count, using the formula above.

There must be a name for this kind of Pattern.

You could generate any size of Patterns you want. Not a worry, because it is all procedural.

COLOR VARIATION
If you want to have Pipe in different color, you can do that too. Just add more Pipe in different colors to the "Group" for Particle Instances.



Everything will propagate automatically:


Feel free to experiment further with some other pattern. Blender Particles can be arranged in Grid or Hexagonal Grid. However, if you code it using Python script, you could create all kind of patterns.

Challenged and would like to do Procedural 3D Pattern? Go for it. Just add one more Array Modifier and break the pattern into element that you can duplicates in 3D. Have fun!

Convert to Mesh Edge, adding Displace Modifier + Noise to the Pattern.

Next probably shade it.

UPDATE 2013.07.23: 

PYTHON 1/4 CURVE + REFINING THE CURVE GLITCH

As soon as I posted this, Adhi Hargo posted Python way to create 1/4 Quarter Curve!
https://gist.github.com/adhihargo/6062845

Thanks Adhi, brilliant!

There is still the glitch of start and end curve not being tangent and flat like 1/4 Torus. However, if you Subdivide the Curve, enough, it should be work.



Although, I like to keep the Curve point as little and efficient as possible because eventually we probably convert it back into Mesh Edge anyway. Or you do few conversion:
Curve -> Remove Pipe -> Mesh Edge -> Remove Doubles -> Curve -> Recreate Pipe





MKRdezign

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