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Here is the continuation of Snippets Series for Sverchok Add-On.

Thanks to Zeffii, Linus and Nikitron, we are getting more nodes and lots of hidden improvements. Such as the usage of NUMPY in Sverchok code that can give performance boost and more.

Blender is also expecting improvement in NURBS Modeling that will probably give a boost of usability of Sverchok, which can be more support for NURBS creation.

Lots of new nodes, All for Glory of Curves and Surfaves. Still simple nodes, but nice addition to the family.

Get Group by Name and Get Vertex Groups DATA

  • NEW Objects In (added since 20140602)
  • List Item 
The new Objects In node understand GROUP (if we specify the name and press GET), and further more we can also get the Vertex Groups DATA if we check the "Vertex Groups" option.


Vers_grouped OUT SOCKET gives us the List of Vertex Number from the Vertex Group. So we could actually use List Item NODE to get those vertices. In Python, this is equivalent to getting item inside a list using its index number.



  • List Item for EDGE DATA
  • List Item for VERTEX DATA
  • Formula2
Below, we are loading Group Item specifically by its index value using Formula2 node.



UPDATE:

Check out NIKITRON more advanced example with VERTEX GROUP, there is BLEND in the commend below.

Preview:



Get Nurbs Surface and Curve DATA

Yes! NURBS object is now respected and can be loaded into Sverchok! We don't have option for resampling (yet), but one just need to be patient and keep hoping.

I have almost totally ignored the NURBS Curve and Surface functionality in Blender. Well, actually I like the Curve Object in Blender. I have mentioned it in the past. That's because Curve can do this:


NOTE: 
Sverchok Get Curve does not seem to load the Curve Object DATA fully. Such as this conversion as extrude is not yet working. So there are limitations. But Curve => Poly Edge is working already for now.

ZEFFI UPDATE:
Curve Object Extrude is now respected as Mesh inside Sverchok via Object In!



TIPS: Don't forget we can use Grease Pencil => Curve, and then get the Curve into Sverchok. Sverchok Get Curve is good for Curve Edges, for now.

If you use Grease often, you might want to have Smooth Stroke and Simplify Stroke to be ON from Blender User Preferences:





NURBS LOFTING IN SVERCHOK


  • List Flip
  • Interpolation (Cubic) (NEW)
  • Line Connect

This snippet is really from Nikitron, this is how you can do LOFTING in Blender!

NURBS CURVES => SVERCHOK => LOFTED MESH

Very exciting and useful. In one side, we can see what is going on in creating such Mesh. Then, apart from obvious practical usage, side, we really have additional Parametric control over the resulting mesh.


UPDATED NODE:




Making Procedural Fence, Bridge, Road, Train Tracks is actually a lot easier now to think about it!

"Perlin Noise Vase" (2014) --- we all need 3D printing!

INSTANT RETOPOLOGY!



Nikita supplied this example of INTERPOLATION:


FROM TEXT OBJECT, GET THE OUTLINE ONLY

  • Bisect

PROBLEM:
When we use (LIVE) Text Object into Sverchok, we are getting a triangulated mesh (this is very old school). Normally we want to have a cleaner N-Gon Faces.


SOLUTION:
There are probably plenty of solutions. But Zeffii gave a solution like this: Extrude the Text Object twice, and get the middle part. Nikita also help with this by using Bisect node. Supposedly we can get a nicer N-Gon type of Text.

Currently the result is not 100% perfect, as it does not work with Letter that is made up of Compound. Well, pretty close for now. 


Having a LIVE Text Object, means we can easily change the INPUT by editing the Text.

Then, we can further do something with it like Wiggle Text Outline:


And then Skin Modifier.


You can also "cleaning up" Text Object Mesh this way using Remesh Modifier:

Polygons can't have gaps in BMesh. So if an Ngon face has a gap, it's always split somewhere.


For now, we have to settle this "issue" using Text Object => Curve conversion => Sverchok => Mesh. Less immediate result, and one manual step, but I think it was not too bad.

The "issue" is not with Sverchok, but with Blender Text Object that is still using the old school way of Mesh Conversion and giving Triangulated result, instead of clean N-Gon mesh.

REQUEST:
Dear Blender Developer, can we make it so that when Text => Mesh, it does not get triangulated? Maybe something that is more planar or remesh style. Thank you.

Wishlist is to be able to have something like this:

Snapshot from Maya Text.

This looks like Instant Noodles.
The title of today post is certainly unusual. Are they the sounds made by movement of Tennis racquet hitting the Tennis Ball. Or could also be the sounds of Cricket jumping around on a Violin?

Maybe they are the sounds that are made when:

  • Points get connected to create Edges
  • Edges being Lofted to create a Surface Mesh
  • A sweeping that happens when we "extrude" a Shape along Path / Spine
Well, I just made that up, but they are our topic of the day. We can really be quite SMOOTH and FLEXIBLE with LIST of NUMBERS using Sverchok in Blender.

What normally we see as NUMBERS, can easily be transformed into a real 3D surface. This is not hard to create, to see, to swap, and to manipulate anymore. Watch out for these nodes, they are powerful.
  • LIST JOIN
  • LIST LEVEL
  • LIST REPEATER
  • LIST SHIFT
  • etc
I really wish that when I learned Math in high school, I had a tool like Sverchok. Kids today are so lucky. Every lengthy boring Math books should have accompanied visualization made using Blender and Sverchok.

In fact, I am currently re-reading some Math book, and converting them to Sverchok node tree. Just for exercise. It is fun.

NOT ONE SOLUTION, BUT MANY


Sometimes what interesting for me when working in Parametric or Procedural way is the MULTIPLE WAYS we can choose to achieve the same results. Some more efficient than others, but knowing many ways is what making us a bit wiser. Not just the one way shortcut. 

Let say, if normally we use 100 steps, it can be reduced into 10 steps, sometimes become 1 step. This is quite similar to PROGRAMMING concept.

We can think of this stuff like SIMPLIFIED and TRADITIONAL in writing Chinese characters. I know many people who learned the TRADITIONAL Chinese Characters, having difficulty with reading the SIMPLIFIED version. I cannot write Chinese myself, so I have no idea. But basically different way of writing for telling the same thing.

The LONG TRADITIONAL WAY is sometimes a lot clearer than the SHORT EASY WAY. However, in practice, when we need the SHORT EASY WAY, as long we already understand the idea, we can use it.

Sverchok is being developed daily and even though I only use it less than a month now, on every update I see some NEW NODES are appearing and making things a lot simpler and easier to do. Keep this in mind.

I will try to demonstrate all these with some examples that I put together. We are yet dealing with complexity of VECTOR yet, we just think about NUMBERS and SEQUENCES.

Later on, we will see some examples on how we can use DATA from Line, Circle, Plane, and Cylinder to help us connecting the dots, lofting edges, and sweeping a surface.

Thanks to LINUSY (at Blender Artist Forum) for teaching this. NIKITA also deserved credit for additional information. Check the Sverchok Thread at Blender Artist Forum.

THE HIDDEN "LIST JOIN WIKI"

Before I go further, I want to point out a secret document inside Sverchok. Well, it is kind of hidden. If you unzip "sverchok-master", inside it there is a file called "lists_join wiki".

If we look inside it, we can see this text:


I use Google Translate and convert it to this:


level 2:
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [ (1,2,3),
(4,5,6), (7,8,9), (10,11,12) ] ]

level 2 + mix
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [
(1,2,3),(7,8,9),(4,5,6),(10,11,12) ] ]

level 2 + wrap
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [ [
(1,2,3),(4,5,6) ], [ (7,8,9),(10,11,12) ] ] ]

level 2 + wrap + mix:
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [ [
(1,2,3),(7,8,9) ], [ (4,5,6),(10,11,12) ] ] ]

level 3:
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [
[1,2,3,4,5,6,7,8,9,10,11,12] ] ]

level 3 + mix
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [
[1,7,2,8,3,9,4,10,5,11,6,12] ] ]

level 3 + wrap
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [
[1,2,3,4,5,6],[7,8,9,10,11,12] ] ]

level 3 + wrap + mix:
[ [ (1,2,3), (4,5,6) ] ] + [ [ (7,8,9), (10,11,12) ] ] = [ [
[1,7],[2,8],[3,9],[4,10],[5,11],[6,12] ] ]


Above example is a very good explanation of LIST JOIN node.

This is what NIKITA tried to explain in regards to LIST and NESTING using the Matryoshka Doll:

The example above is very useful when we are combining Vector DATA which is usually nested data.

We can try it ourself using a simpler data like below we have 2 series of Float numbers: 

1.0
2.0
3.0

and 

4.0
5.0
6.0

They both can also be written as LIST like this [1.0, 2.0, 3.0] and [4.0, 5.0, 6.0]. Sometimes (1.0, 2.0, 3.0) and (4.0, 5.0, 6.0), which are TUPLE. LIST and TUPLE look similar and can be treated similarly, but they are really different.

Do not worry, for us, when working in Sverchok, we just need to pass the correct DATA nesting.

Joining them using LIST JOIN node, and trying the 8 options and combinations above, we get a different result of nested lists, that can be viewed using VIEWER TEXT node.



level 2:
=0=   (6)
1.0
2.0
3.0
4.0
5.0
6.0

level 2 + mix
=0=   (6)
1.0
4.0
2.0
5.0
3.0
6.0

level 2 + wrap
=0=   (2)
[1.0, 2.0, 3.0]
[4.0, 5.0, 6.0]

level 2 + wrap + mix:
=0=   (2)
[1.0, 4.0, 2.0]
[5.0, 3.0, 6.0]

level 3:
=0=   (1)
[1.0, 2.0, 3.0, 4.0, 5.0, 6.0]

level 3 + mix
=0=   (1)
[1.0, 4.0, 2.0, 5.0, 3.0, 6.0]

level 3 + wrap
=0=   (1)
=0=   (6)
[1.0]
[2.0]
[3.0]
[4.0]
[5.0]
[6.0]

level 3 + wrap + mix:
=0=   (1)
=0=   (6)
[1.0]
[4.0]
[2.0]
[5.0]
[3.0]
[6.0]


Just understand all these DATA nesting can give a different result and they are all useful depending on our needs. I will keep that information above handy.

VISUALIZING THE SEQUENCE OF VERTICES/POINTS


We have become more aware that that the SEQUENCE of NUMBERS is really important.

A different pattern of number sequence will give you a different results, especially when those NUMBERS are converted into a VECTORS (3 numbers) => which normally be visualized as POINTS or VERTICES.

I have mentioned this so many times:
If you type below inside Python Console. The next time you select a mesh in Edit Mode, you can see the Vertices numbers:

bpy.app.debug = true

Vertices Indices always started from 0, 1, 2, 3 and so on.

Inside Sverchok, currently we cannot see the Vertices indices yet.

If we duplicate some instances and bake the objects, we can see the name of baked objects are in order. That is the sequence we want to know.

A simple trick by LINUSY allowing you to cleverly see the ORDER of VERTICES using "growing edges" 

For this example, I use default CUBE Mesh as Objects_In.



Above, we can see 2 interesting things:
1. Increasing Number of Verts of LINE, we can see the direction of edge connecting the points and by doing so, we can see the ORDER of VERTICES.
2. We can use LINE Edges Data to "Connect the Dots"!



CONNECT THE DOTS/POINTS => EDGES

Using this very simple Sverchok node-tree, we can have "Connect the Dots" effect. Because after all the Edges DATA from LINE is really pair of numbers:


If we supply the right DATA (pattern) and MIX them together, we will get the result. SAME RESULT, different way!

Let's try that on the default Suzanne:


WARNING: What to be aware is to make sure the Vertices Total Number you specify on the LINE node never goes beyond the total number of the vertices from OBJECTS_IN node. It may crash Blender.

Suzanne mesh has 507 vertices. I know it when we go to Edit Mode and check the value. We can also check "total vertices number" using Sverchok:

We need to do it this way, because of the nesting of data.
Connecting dots to create edges becoming very simple, below are more examples.

CONNECTING SINE WAVE



CONNECTING BOUNCING BALL WAVE (the ABSOLUTE of SINE WAVE)



CONNECTING RANDOM WAVE



CONNECTING RANDOM VECTOR EDGES

There is a new node RANDOM VECTOR added to Sverchok recently. It generates a nice list of random points, great to randomly scatter points between -1 and 1 floating values.


Connect those points and we get something like below:


This reminded me of Ramen Burger.

NOTE: Yes, there is LINE CONNECTION node, but I heard it is still kind of buggy, so we can use this method for now.

CONNECTING FLOWER



Ok, with this one, I am basically generating list of (0,0,0) and interchangably connecting it with the Random Vector (X, Y, Z). The lines overlapping. You might want this or do not want it.




Currently our Edges DATA PAIR from LINE node is like this (0,1), (1,2). (2,3), (3,4)... etc.

You might actually prefer DATA PAIR that is more like this (0,1), (2,3), (4, 5), (6,7) ... etc where each line is broken (skipping every other line) and separate like flowers. You know how to do that right?

THE TRADITIONAL WAY:
Using 2 x SERIES node and ZIP. 

THE SIMPLIFIED WAY:
Just use LINE EDGE DATA and SKIP EVERY OTHER.




You can make a more correct "FLOWER" explosion:



POLY MESH LOFT

If we are using the above example, and instead of plugging in LINE node, we use PLANE node poly data instead, so we can get something like below.



LIKE A PALM TREE

Another example I could think is a pattern that is like a big palm tree leaves: (or Chinese new year firecracker, if upside down):


You can do it like this (THE LONG WAY):



Or "SIMPLIFIED":

Same result, just slightly different approach.

ZIG ZAG LINES




Now, knowing that we can RE-USE data from LINE, we can also RE-USE data from CIRCLE, PLANE, and CYLINDER.

We just need to mind their TOPOLOGY DATA and match our SEQUENCE of LIST NUMBERS. Together they will create a mesh.

ZIG ZAG + CIRCLES



You can also create PROCEDURAL STAR using this method. It can be even be simpler.

Let see if I make Star quickly:



I still need to fix the STAR Orientation and Angle there so it is align with one of the Axis. Can you fix it? Please let me know.

LOFTING CIRCLES AND  A SPINE

Below is an example where we can LOFT from bunch of Circles. 



I think this 3D object is printable. Maybe to put some pots.
So, today we have learned ways we can RE-USE DATA that is generated from LINE, CIRCLE, PLANE, CYLINDER to help us procedurally drawing our mesh.

I think at the end of day, what really matters is how we can MANAGE those DATA STRUCTURE, to make sure they are the way you want it.

MKRdezign

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