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PROCEDURAL BRICK TOWER

I am sure that at some point you will encounter situation like below. You would like to have objects placed and rotated in axis and angle that is going into the center of origin.

Thank you to Nikita for this snippet solution.

Now you can make your Babilon Tower or procedural well.

SEE ALSO: Umbrella example by Nikita and my previous Flower setup.


FORMULA: degrees(atan(n[0]/x))
If you are good with Math, or know the formula to get to things, you can use it, it is often the fastest solution.

PROCEDURAL SIMPLE CHAIR/TABLE




RANDOM RESAMPLING

Supposed we have a circle. And then we ask a drunk spider or silk worm to randomly thread inside the boundary of the circle.

Was inspired by this:
https://vimeo.com/67177328

How would you do that? Apparently the Vector Interpolation node can do this:

Then we can just "thread" it:

For circle made with many points, when we randomly "sampling" it we seem to have almost evenly random points along the original circle.

However, that's not really the case. If the original circle was more like triangle (made of 3 points only), we get something like below:


My trick is to "Resampling Boom" it, breaking each edges into separate parts. We can then reconnect and thread it.



What interesting is how each "separate edges" are randomly resampled along edges, that if we try to reconnect them, the original points become the gaps.


That might be something you want at some point, but I wish there is a clever trick to close the gap. So, I will leave that as an open question (?)

Meanwhile, if we just want the thread, such as created by silk worm, we can do that easily:


If we mix Blender's own Particles and Sverchok, and this kind of threading, we can end up yet with another tangled beautiful procedural 3DFont.




A simpler example will be yet another BARCODE PATTERN:



CIRCULAR BARCODE:

Sorted by Axis:

Blender Array Modifier + Sverchok

I realized that I might spend too much time doing this procedural stuff in Sverchok Add-On that I almost forgot that there are cool features of Blender that can be used together with this Add-On. This is certainly what makes the whole thing powerful.


ARRAY MODIFIER COMBO

Let's try this one.
A Cone + Array Modifier + A Curve.

Can you guess where I am going with this? Not yet? How about if I mentioned "Fit Curve".



A LIVE Fit Curve option for Array Modifier has something clever in it. Apart from being fast in calculation, it can also function as duplicator along curve. It knows the length of the curve and adjust the object so that it will fit when placed along the curve.


Combined with Curve Modifier, we got something that's doing the placement of object along curve. You know this already right? Even cooler thing about this is, is the ability to Tilt and Shrink Fatten.




The result is deforming and skewing the objects though. We may or may not want that, but anyhow, for now, we can simply ignore it.

Supposed now we replace the Cone data with a Plank.


Now, let's see what we can do to this setup, inside Sverchok:

Suddenly we have a setup where we could adjust the parameter inside and outside. A duet between Blender Modifier and Sverchok!

Save us a lot of complex node-tree network to achieve similar thing inside Sverchok alone.


NOTE: I think there is some kind of limitation here where we cannot just clones edges along the Curve Path. It does not make sense to fit a thin edge along edge. We need to use object with Face at least.

DUPLIFRAME COMBO
Now, you could also use the Dupli Frame thing, another special Blender thing. This will prevent the skewing thing to happen.



LIMITATION: 
Unfortunately, the Dupli objects are not something that Sverchok can bring in, so we may need to bake the Dupli before hand. However, I am adding a request of this feature.

UPDATE: Sverchok reading the Dupli Objects is not going to happen very soon. We need another way to get this working. Maybe using Particles Instancing.

WHAT CAN WE MAKE?

What can we do with this setup? Well, use your imagination and you can create things like:
- Roller Coaster
- Railway Track
- Telephone Poles

Hair kind of strand?

Ultra modern architecture or sculpture?



SV INSTANCER NODE (NEW!)


There is now "Instancer" node inside Sverchok. This is really, really cool, because now you can have some kind of ability to instances and clones many complex objects as a real objects. The actual objects if direct from 3D view, and what we can control is the placement of object clone matrix and their transforms (scale, move, rotate, and angle).

Previously, when we "clone" objects using Matrix, we really are dealing with Mesh object and that can be heavy to the system (of course). However, with Instances, you know we can really have many objects, with Millions of Tris and it will still performance fast. Blender is capable of that.

Warn you, this instance is still a Beta node, so you might find some glitches, but it can be used already. Sometimes it corrupts the Blend file (cannot be opened), but you can always re-append the node-tree or the instance clones resulted from this node.

We can already do some amazing things with Blender Particles and Particle Instancer, but having this extra control, is nice and we can control the instancer much more precisely. This is great for adding details or perhaps some set dressings.

It's good idea to start thinking of a 3D model as modular parts like Minecraft objects:

  • HOUSE = Roof, floor, walls, windows, chimney, door
  • DOOR = knob, wood plank, keyhole
  • WINDOWS = glass, divisor

LOLLIPOP TREE


I did this a while back ago. The node-tree is like below. However, don't get shocked, all this can be a lot simplified and more robust now.

Just think simple:
1. Trunk -> can have random length and divisions -> can use Noise
2. Sphere -> can be become many spheres -> many spheres can have different sizes and position to find boundary of original sphere.


MULTI-USAGE OF UV CONNECT NODE

This node UV Connect is probably one of my most favourite at the moment. The usage of this node is quite endless. You just need to know when to use it at the right time.





We could probably go on forever with this UV connect.



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:



MKRdezign

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