Halloween Costume ideas 2015
Articles by "text"
@dorothiar #arttips #interview 101 2 Column Template 2012 mentee 2013 2013 mentee 2014 2014 mentee 2014 Portfolio Winner 2014 SCBWI Portfolio Mentorship Winner 2015 mentee 3 Column Template 360 3d 3d print 3d printing 3delight 8bit Abbey McCulloch abstract acryla gouache acrylic action addon adobe Adobe Flash CS3 Adobe Illustrator Advanced Tutorials advection Advertising advice Agata Wierzbicka agents airplane Al Wiseman ALA Alan E. Cober Alan Lee Alex Ross Alexandra Compain-Tissier Alexandra Lekias Alexandra Levasseur Alexandre Korobov Alexis Winter algorithm alien ALT Amelie Hegardt Amit Shimoni amusement an Ana Aranda analog Andrea Hrjnak Andrea Hrnjak andrea offermann andreaoffermann andreazuill Andy Musser Angela DiTerlizzi Angelika Peißker animal logic animals animation animation nodes anime anisculpt Anja Kroencke Anna Higgie Anna Jensen Anna McKay Annabel Briens AnneBerry Anneke Krull Annu Kilpeläinen anstudy anthology António Soares ar arduino area armature arrange array array modifier arrow art art director art directors Art is fun! art reps art tools Artaksiniya arthictecture arthur rackham artists artwork ase Ashlyn Anstee Asian aspiring asset atom attribute attribute transfer audio Audrey Kawasaki augmented reality aurasma Aurelius Battaglia author illustrator automatic automation Autumn Whitehurst avatar Avrom Yanovsky AW14/15 award awards Babeth Lafon Babies baboon Baby Love Background background color bacteria bake baking ball Bamboo banner Banner images banner making Barbara Dziadosz barcode basic bbox beads beats Bec Winnel beginner Bel Johnstone Ben Denison Bernie Fuchs Berto Martinez Beth Krush better photos bge Bijou Karman Bike biscuit bishop black and white black and white art Blair Breitenstein blam blender blender game engine blender3d blending Blinkie Blinky blob blocks Blog Tips blogger Blogging Friends blogs Blonde blur effect in pixlr and photoshop blur images and pictures bmesh bmesh viewer bolognaragazziaward bombing bone bone modeling bones book book launch books boomerang bottle bounding box bowl bpy brian eno brian ormiston Brian Sanders brian won brick bridge Bridget Davies bright Brooke Boynton Hughes build modifier building burns business Buttons bvh cage Caitlin Shearer caldecott calibration camera camera settings camera tips Candle capcom card career Carole Wilmet cartoony Cassandra Rhodin cast Catherine Campbell Cecilia Carlstedt cell center pivot centipede cg cg photography chair challenge Chanel changin color in pixlr changing color chaos character Character Bible character development charcoal charles Charlie Dot Charlie Hebdo Children children's book illustration chocolate Christina Drejenstam christina forshay Christina K christinaforshay Christmas Cindy Derby circle circle dance city cityengine clock clones cloning cloth Cloud based clover CMYK Coco Chanel Cody and the Fountain of Happiness coffee collect collection Collections collision color color balance color cast color correction color mode color study colorful Commercial Use complexity component compositing composition computational thinking computer concept art Condensed Posts conference connect connect the dot connection Connie Lim Conrad Roset constrain constrast contagion content Contest contracts control converter copy copyright Corinna Luyken count Courtney Brims crack Craft craftsmanship Craig & Karl creative creativity creature cricket Cristina Garcia Martin critic criticism critique Crop Crop Tool cross section crowd csv cubism curve curve modifier custom Custom Blog Design Custom Blog Design Tutorial Custom Blog Designers Custom Illustration custom properties Custom Signature custom xml cut cutting plane cycle cycles dae Damien Florébert Cuypers Dan Hillier dance Daniel Egnéus Daniel Segrove Danny Roberts Daren Newman Dasha Tolstikova data data path David Blossom david diaz David Shrigley David Stone Martin Dean Hardscrabble Debbie debbie ohi debbieohi deform deformer degrees deleting background in pixler demo demoscene desaturation of images design design by numbers design process Design Tips dictionaries dictionary Different Text Writing in Pixlr digital digital paint Digital Scrapbook Freebies Digital Scrapbooking disk distance distractions distribute diversion DIY DIY Contest Dolf Veenvliet Doll Doll Bones dolls domino domino effect doodle Doodles door doraemon Doris Jackson Dorothia Rohner dots dpi draw drawing drill driven driver drivers dual versions dummy duplicate duplicates duplication dupliframe dvd dynamic dynamic paint dynamic text E Simms Campbell Easy easy pixlr Easy Tutorials Ed Graham Ed Vebell editing editing photos editors education effect effects ego Eleanor Dalton electric Elia Fernández eliza wheeler Elizabeth Mayville elizawheeler Emily Forgot Emma Zanelli emoticon happy-face Emotional storytelling empathetic characters empty entoforms envy epicycloid EPS Illustration Epson scanner erasers Erin Armstrong Erin Petson erinoshea ernest shepard Esra Roise euler evaluate line Eveline Tarunadjaja evenly spacing vertex event everywhere door exhibition Expandable Posts experiments explode exploded view export expression extrude eye eye color in pixlr eye trick eyeball face rig facial expressions facial setup factory Faiyaz Jafri Families fashion illustration fashion week fcurve feature Featured Fee Harding Feedback fence Fernanda Guedes fibonacci Fifi Lapin file File Types Finalists Finding Nemo fire fix photos Flash Tutorials flicker flip flip flop floor flop flow flower Flowers fnmatch focal point follow up font Fontaine Anderson Fonts food footage For Sale force form formula fractal fracture frame Frames Francois Berthoud Frank Bellamy Frank Furlong Franklin McMahon freckles Fred Steffen FrederiqueBertrand Free for Commercial Use Free for Personal Use Free Stock Photography Free transform tool Freebies Frenchillustration Fritz Siebel frosted mylar fruit ninja Fumi Mini Nakamura Fun function futurism FW2017 fx Gabriel Moreno Gabriella Ibarra game game animation gameart gamma gangnam style Garance Doré Gary Fernandéz gel medium generate generative generator geometric geometry Gerald Lazare Géraldine Georges GIF Gildo Medina Girl Giuseppe Castellano Giveaway glorar goals golden ratio google google docs Google Tools Grant Young graph graphite graphite transfer grease pencil grid group group node growth Gucci Guest Guil Godier gustave dore hair handbook Harper's Bazaar harpercollins Harvey Schmidt Haute Couture head Headers heat map Helena Hauss hexagon hexagonal grid Hiroshi Mizuno Hiroshi Tanabe Holiday Holly Black homology honeycomb hook horror houdini how to how to blur a face or an object in pixlr How to change eye color how to delete an object how to desaturate an image how to edit a image in pixlr how to erase an object how to fix red eye problem how to fix red eyes in pixlt How to fix the parts in pixlr in photoshop How to make a banner in pixlr How to overlap the nevus how to remove a object How to remove an object in pixlr how to remove red eyes How to Remove the Background of an Image in Pixlr How to remove the parts that you don't want in pixlr and photoshop how to replace color How to write a Patterned Text in Pixlr how-to Hsiao-Ron Cheng hsv hue humor Hyshil I love illustration magazine idea ideas Igor+André illusion illustrating illustration illustration board Illustration Books Illustration Intensive Illustration Now! Fashion illustration process Illustrations Illustrative Berlin illustrator Illustrator Intensive Illustrator Tutorials iloveillustration magazine image ediditing lessons Image Ready image sequences image theft imaginative import import text import vertex color improving photos inbetween index visualizer Info Ingrid Bockting ink inktober input Inspiration inspirational quotes install instance instance switching intensive interaction Intermediate Tutorials internet interoperability interpolation intersect intersect edges intersecting intersection interview introduction invoke subprogram io ipad Irana Doucer Isabella Hemmersbach islam islamic iteration Izzie Klingels Jack Hearne Jack Tremblay James Dignan James Gurney japanese Jason Brooks Jean Kim Jeanne Detallante Jen and Chris Creed Photography jen betton Jen Rofé Jenny Mörtsell Jeremy Combot Jeslyn Kate Jesse Auersalo Jessica Jessica Lanan jessicalanan jewellery jewelry jiggle Jim Schaeffing Joe Bowler Joe Cleary Joe Isom Joe Krush Johanna Goodman john maeda John Vernon Lord joint Jordan Sondler JPEG JPG jpop juana martinez-neal juanamartinezneal Judge Judit Garcia Talavera Judith van den Hoek Judy Byron Schachner Jules Julien Julian Beever Julie Verhoeven Jump Break Tool JW Anderson K-Fai Steele Kaethe Butcher Kareem Iliya karel zeman Kate van Harreveld Kathrin Kuhn Kathryn Ault Noble Kathryn Noble Katie Kath kdtree Kei Meguro Kelly Beeman Kelly Light Kelly Smith kelly sonnack Kelly Thompson keyframe keyframing kidlit kidlitartists kimberlygee Kirkus Review Kisoo Chai Kodak Konstantin Kakanias Korean illustration Kotaro Chiba Kozue Himi Kremos Ksenia Finogeeva KT Smail kuler Kustaa Saksi Lanan Laptop larry gritz lasso tool latte lattice Laura Callaghan Laura Laine Lauren Rille layer layering Layla Holzer layout leaf learning learning blender LED Leendert meets Ingrid lego length Leonard Starr lessons levels LFW A/W 14 liangzhu liero lightbox lighting lightning Lina Bodén Lina Ekstrand Linda Dorn line line connect line drawing lines Links Linky Love Linn Olofsdotter Lionel Gilbert Lisa Anchin Lisa Billvik Lisa Krannichfeld lisaanchin lisbeth zwerger Liselotte Watkins list list comprehension List First Last listing locator lofting logo Logo Design Lola Dupré London Fashion Week loop looping loops looptools Lorraine Fox lossless lossy lost weekend lostweekend lotte reininger Louis Glanzman louis vuitton Luciana Rondolini luciograph LULU* lv Lynnie Zulu Mac macgyver macouno maeda Magda Antoniuk magic Magnus Voll Mathiassen mailing mailings maker Makiko Sugawa making banners Malika Favre MAMP mandala manga map map range maplelam mapping Marcel George Maren Esdar Margot Macé Margot van Huijkelom Maribeth Olson Marie El-Ahmar Marilyn Conover Marina Esmeraldo Marine Marbleindex mario Marlies Niemeijer Marsha Riti Martha Rago Martin Krusche Martine Johanna mask masking material materials math matrix matrix apply matryoshka Matt Baker matte medium Matthew Woodson maya maze mdd Meagan Morrison measure megaman Megan Hess Meizhen Xu Mel Crawford memory mentee mentees mentors mentorship program Mercer Mayer Meridth McKean Gimbel mesh mesh cutter meshlab Meta Tags metal gear rising Meyoko Mia Overgaard Micca mice Michael Sanderson Michela Picchi middle grade midi miku Milan milipede minidom Minima Mio Matsumoto mirror cut Misc Miss Blackbirdy miss maple's seeds Miss Take Mitchell Hooks mixamo mixing Mobile Apps mocap mod model modeling modifier modular modulation modulus mold molecule molly idle Molly Ruttan Molly Ruttan Illustration money monitors monkey mono-zero monster monster university morph morpher mosaic mosquito motion motion capture motion capture mouse motion trail moto360 mountain muji Muriel Wood Murray Tinkelman mushroom Music and Podcasts My dead pony Nadia Flower Naiad Einsel Naja Conrad-Hansen Natalie Brockett Natalie Foss nathan vegdahl nautilus Nav Bar navigation needle-felting negotiating Neil Boyle neon nescbwi14 nested New Blogger Questions New Blogger Template Tutorials new user pixlr new year new york New York Fashion week Newbery nicholas nicholas bishop Nicholas Hong Niki Pilkington Niso Ramponi nla No Software node node-based nodebox noise non linear animation Non-Web Font normal Noumeda Carbone npr number NURBS NYFW object object color change object info octopus offset Ola Volo Olaf Hayek old formats opaque projector open movie open shading language open source openshadinglanguage opensoundcontrol optical organization origami original art show Ornaments osc Oscar Schlienger osipa osl outline outliner output Pages paint paint weight painting painting on illustration board painting on wood painting with movie painting with numbers Pair pandas panorama Paper paper lantern parabola parametric parent parenting particle particle info node particles pat david Pat Zietlow Miller pattern Patterned Text Paul Faassen Paul X. Johnson Paula Sanz Caballero PC pdb pebbles pencil Pencil Sketch pencils Penguin perfume perlin Peter Helck Photo CD.8B photo editing software Photo Reference Photobucket photographing art Photographs photography photomerge photoshop Photoshop Brushes Photoshop CS3 Photoshop elements photoshop pixlr desaturaion Photoshop tips Photoshop Tutorials Picture Book Builders picture books Pierre Louis Mascia Piet Paris Pietari Posti pingpong pinnochio pipes pixar pixel pixel art pixel generator pixlr Pixlr advanced Pixlr blog pixlr desaturate keep a colorful part pixlr editting pixlr express Pixlr forum Pixlr free transform Pixlr Lesson Pixlr lessons Pixlr mobile Pixlr resizing images pixlr shortcuts Pixlr tools pixlr tutorial pixlr tutorial with pictures Pixlr Tutorials pixlr white black pixlr.com plant plot plotting ply PNG PNG Illustration podcast point point color pointilism polka dots polyCut polygon Pomme Chan pop-overs portfolio Portfolio award portfolio showcase portfolio-advice portrait position Post Dividers postcard poster Posting pot powdered graphite powerhousemuseum Prada presentation print printmaking Prize procedular procedural process processing programming projection Promotion property prototype PSD psy publishing pulse puppet puppetry pydriver pydrivers pyhandler pyhandlers pyramide python quad quick select set quick tips qumarion Rabbit Moon Rachel Ryle radians radius ramp random random motion randomization randomize range float raspi Ray Houlihan reading reading XML READY-TO-WEAR realflow Rebecca Clarke rebecca dautremer Rebecka Skog rebuild recursive recursivedrawing red eye remove reducing glare reference referencing release remesh modifier remix removal remove remove red eyes remove unwanted objects Removing backgroung render rendering renderman repeat repeater repeating replace replacement replacing color representation rerouter resample resampling research Resizing image resolutions retopology retro review revolve rgb rib Ricardo Fumanal Richard Scarry rig rigging rigify Rikke Jorgensen ring ripple roadkill Robert Heindel Robert J. Lee Robert McCloskey Robert Shore Roberta Zeta Robin Rosenthal robot robotic rocks Rodolfo Montalvo Roller Coaster rotation Rousseau rsl Rubin Pfeffer ruler tool Russ Mills russian rut S/S14 S/S15 S/S16 Sabine Pieper sadako Saftey Pins Sainte Maria Sale Sam Weber Sanda Suy Sandy Kossin santoso Sara Andreasson Sara Singh Sarah Jacoby saturation artist tools scan scanners scanning scatter scbwi SCBWI 2015 mentee SCBWI conference scbwi germany SCBWI mentorship scbwi-la scratch scratchboards screensaver screw screw modifier script scrub sculpting seamless Seamless Patterns Search Engines select by material select by name select by type SEO sequence series set keyframe set keyframes shader shading shadow Shannon Stirnweis shape grammars shape key shapekeys shapes shards shatter Sheilah Beckett shell ship shipping shipwright Shoes SHOWstudio shuffle Sid Barron Sidebar Titles Signature Silja Goetz silkworm Simon and Schuster Simon Varela simple simplicity simulation sine Site Engine Optimization Sjoukje Bierma sketch Sketches sketching skin skin modifier skinning slice slicing slides sloth slow parent smoke smoothstep SN snake Sneek Peek snippet Snow Snow White Snowflakes soccerball social media Social Media Buttons Social Networking society of illustrators Society6 soft body softbody Sonia Menti sound sound wave space spaceship sparta special spider spiderman spiderweb spin spiral Spiros Halaris Spiros Halaris x Urban Decay spline Spot Healing Tool spreadsheet SS16 stack stacking stair stamp Stan Galli star starfish stencyl step Steven G. Dobson still Stina Persson stone stones storytelling strand strand info strands street art string stripes structure studies studio style stylistic summary Summary Posts Summer sun supplies surface Susan Farrington suzanne Suzanne Kaufman sverchok swatch switch sydney system table table of contents take out background Tal Drori tangent tangled Taschen teaching teapot Template Templates tentacle Tess Jacobson Tex Avery text text editor Text Formats Text Styles in Pixlr texture texturing The Cartorialist The Grudge Keeper The Purple Book thinker1 Thomas B. Sawyer thread TIFF tile tilecam tiling time time code Tina Berning Tina Kugler tips tips for artists Toby Neilan Tom Baxter Tom Bjarnason tombow tomie depaola tool tools topology tower Tracy Turnbull Train transfer drawing transferring sketch transform transformation transit travel triangle wave Tricia Springstubb trigger tris tristan lock tube tubes Tutorials twitter type tool typeface typography unbake unity3d universal unquad utah uv valentine Valentino Valerie Servais vanilla variable variation variety vase vector vectorized Velwyn Yossy venus Veronica Ballart Lilja vertex vertex color vertex group vertex paint vertex weight VFX Victoria Boysen video Videos viewer Vintage virtual virtual studio visualization vivid vividfestival VOGUE volumetric voronoi Vote voxel voxelated voxelation walking teapot Walter Einsel wand tool water soluble graphite watercolor wav wave we need diverse books web webbing Week Themes weight welcome Wendy magazine Wendy Plovmand what casues red eyes What is Pixlr Wherever You Go Wide Awake Bear wiggle Will Davies Winner Winnie Fitch Winnie Truong Winter wire wired wireframe wolfram Woman wood woodwork wool wooly wordpress work workflow World writing writing XML www.pixlr.com XML YA yayoi kusama Yelena Bryksenkova yoda Yoko Furusho Yuliya zaha hadid zen zsphere



Our focus this time is Text Object in AN.

Like I mentioned last time, Text Object manipulation is very interesting. I am always fond of text, font, typography, and recently I am into Emoji, but that's probably another story. But you might want to try using text that is not alphabet ABC, maybe Japanese characters, Chinese, Korean, Thai, Arabic maybe.

Basic Text Input

The most basic text input is the one we type into "String Input" node, that can be created by selecting Text - Input.


STRING TYPE CONVERSION

In programming, text is often called String type which is made up of Characters. String is a more correct term, but we get used to Text so in AN often we found String and Text are interchangeable, with same meaning. Depends on the context I guess.

Also, Number type (Float, Integer, etc) is not String, but we can convert Number into String and usually String back into Number when evaluated. I do not know yet if AN can convert String back into number, but we will find out soon. For now, it seems like converting other types into String is more easy.


JOINING STRING

Like Numbers, we can combine, split, join multiple Strings. For joining, my guess is that we use "Join Text" node. Which is correct, but interestingly, we get "Create List" node automatically created by AN. Which is make sense.

Below, I have 4 strings: "Apple", "Banana", "Mango", and "Durian". So I combine them, and it takes 2 steps:
- Create LIST of those String Elements
- Combine the LIST into a single String to pass to Text Object Output


If you do Python programming, this should be familiar to you. For non-programmer, you can follow along and try to understand what each node does. Below I am using "Debug" node to see the output of each step.

You may notice the option of "Joint Text" node, there is this Separator field, where you can type in the "in between" for text string elements. Normally you put black space " " for example. Below, I am using capital "X" in between those elements.


SPLITING STRING
If we can combine String, we can also split string.

Very often, we have a sentences made up of "words" separated by space and sometimes we want to split them into each separate "words".

We can do that very simply by using Split Text.

Now here, we are breaking text / sentence into their elements / words. So we get this automatic "Get List Element" created, when we want to pass it into Text Object Output. Change the Index number and see what word you get.


Split Text has few handy options, feel free to try it yourself. It is pretty useful.

TEXT IN & TEXT OUT

Blender always has this awesome Text Editor feature that talks to every part of Blender. AN can talk to Text Editor easily.

"Text Block Reader" can bring any text from Text Editor, and vice versa "Text Block Writer", we can output text! All these kinds of pair nodes in AN is handy and you can understand both at the same time just by doing the opposite.

Let's try "Text Block Reader" node. Since we are also already know "Split Text" node, we can use that to break the text into each separate element, using "Lines" separator.


Ok, I realized here that we really want to see all the words in the screen. How do we do that? You guess what? Loop? Yes.

We need to use Loop. Don't worry, it's rather simple, once you understand it. Not easy, but learnable.

My step by step thinking process is like this:
1. Create "Loop Input" node.
2. Next, you either click on (+) New Iterator and create Object List and String List (because we know that we will be needing duplicate instances of Text Object, and also we will bring in list of String elements). OR... another way is to backward noodle plug from "Text Object Output" Object and Text into the "Loop Input" node.
3. Then, we will Invoke our Subprogram. Our "Invoke Subprogram" will then be able to accept multiple or array of elements.


Above, you see, there is one important thing, we need to enable "Deep Copy" option, for "Object Instancer" node. Deep Copy allows us to actually insert out "String" element into each Text Object instance copy.

At the moment, all our text will be jumbled up on top of each other at 0,0,0 World Origin.

We can use our previous knowledge to place text in positions. For that we need "Object Transform Output" node. And we just need to add those via Loop Input and Invoke Subprogram.



CHALLENGE: See if you can recreate the top most image of this article. Random rotate the text, and based on your own words supplised via Text Block, perhaps you can "replicate" it.

"Text Block Writer" node can output data, for example, below I am writing Edge Indices information of Suzanne.


OTHER TEXT NODES

There are many other nodes that deal with Text / String data. Feel free to try them yourself, while seeing the output.





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.

Slowly learning to disturb the Matrix.
Continuation of the "Parametric Snippet" series. This is part 3. A collection of random, less complex compound of nodes, where sometimes I just wrote about a single node in particular. Sometimes I do escalate and scale the complexity for each simple idea.

THE ART OF EMPTY-NESS



We will take respect to EMPTY object and will use this Empty with Sverchok to make something.

Before I start, sometimes I accidentally called "Empty" in Blender as "Locator" (just like in Maya), I apologize beforehand.

Today, let's talk about how we can use Empty Object in 3D scene and how we can use it inside Sverchok.

Empty is an object in computer graphics commonly use to refer to something that only have Transformation data. It does not render. It is great as reference for marking a position in 3D space. Useful when rigging and dealing with Constraints because we can see Empty in 3D view as some kind of shape.

Empty object, when brought into Sverchok, does not have Vertex, Edges, Faces data, but it actually has Matrix Transformation data. Which is actually cool.



Using Empty we can kind of have "direct control" of the Matrix in normal 3D environment, while at the same time, we can

This is a little bit similar to what happened if we are using Vertex Parent or Parent to Empty in Blender Edit Mode to control Mesh in Object Mode. But we can do more because we can start with nothing in Sverchok and output something.

We will embrace the art of nothingness or Empty-ness.

Empty => Object In => Matrix Out

Using the above recipe, we could extract Matrix information from an Empty object. This means we can get the Location, Scale, and Rotation data values.

NOTE: One thing to be aware of, when dealing with a changing Matrix, we may need to MANUALLY UPDATE the Sverchok node tree to see the result updating.

Either by disconnect and reconnect on of the noodle, or I usually have Blender playback running while moving around the Empty to update the transformation Matrix.

If we have Empty A and Empty B object, we could bring those two couple and marry them as a Line like below. The Edge data is all we need.




Moving Empty A and B in 3D View (Blender) and we have direct control over the ghost Line Start and End, inside Sverchok.

Next, I will duplicate the Node Tree above and I will create Empty C and Empty D objects.

This is just a tiny screen capture, you should be able to guess what I am doing here. Just duplicate the previous node tree and connect Empty C and Empty D as a line. 


  • Empty A + B = Blue Line
  • Empty C + D = Red Line

Those 2 ghost Lines are inside Sverchok, they are not yet exist in Blender 3D View. You could use BMesh node to output the line if you like.

However, what I want to do is to demo this cool INTERSECT EDGES node.

This INTERSECT EDGES node does exactly what you guess it to do: to return intersection point based on edges that are intersecting.

This node has a bit of quirks:
1. It stores some garbage Point data from the input, so we need to clean it up using Remove Doubles.

CORRECTION:
All edges that result from the mass intersection are stored as separate entities. Not removing doubles gives us the option to do other things with those edges. To keep it a general node, it doesn't assume we want any particular type of output -- just performs the operation as efficiently as possible. Effectively letting us choose if we want doubles or not. (thanks Dealga McArdle for this important correction!)

2. It needs data in to be joined using MESH JOIN node.
This is the expectation of the node because there is already another node that does the job. I believe this INTERSECT EDGES is one of very interesting "COMPOUND NODE" put together into a single node because Sverchok cannot do Node Grouping yet, because we are waiting for bigger thing.

If we take care the "quirks", we can get back the intersection points. At this moment, I think the Intersect Edges is returning the "result" of Points + Edge DATA altogether. If we want just the intersecting Points DATA, we need to filter it ourselves.




Ok, let's put INTERSECT business aside for now.

I move the Empty A-B-C-D into position like this. What I will do now is to create some POINTS in between Empty A-B and Empty C-D.


You know how to do this already from previous. I will show you again. Use EVALUATE LINE node. And for the Factor, we can give some values between 0 and 1 and it will further "divide" the points in between. This is great for laying out FENCES or legs for BRIDGES.


Will do the same thing for Empty C and D:


Now, what can we do with them?

LINE CONNECT simple example:

If you want to output a nice clean Polygon, use data from PLANE node. Don't directly use Line Connect "Do Polygons" unless you know what you are doing and can clean it up later.

Of course with data from PLANE, we need to ensure the DATA that goes in is "good" meaning it matches the TOPOLOGY output that you want.

This is a CLEAN result.

SNIPPET EXAMPLE FROM NIKITRON

In this example Nikitron made, we can see how we could create plane using Line and Clones from Matrix.


Line Connect node got updated and now has "circle first-last" option. I don't know what it does yet, but will certainly need to check that soon.

MORE THAN JUST MESH

Now, what if we don't really want to output just another Mesh Plane because that is kind of boring (although an interesting to study)? We can certainly do that.

I want to do more with INTERCONNECTING EDGES. Because this is something that is usually hard to do in Blender without scripting.

We can start doing something funny like below:

More Random Lines Connection

LIST SHUFFLE example:




This is also pretty basic, we have the PAIR connecting edges, but simpler and more expandable. If we provide REAL DATA that connects 2 Points in a Map, we can actually get an interesting data visualization.

Let say Facebook Data, we have list of NAMES of FRIENDS. We could laid out the information like above to see which one connect to which.

Maybe Google Map data and to see the Intersection points where the lines would meet.

Big Data Management = start to deal with complexity

Prettier Lines

Can those lines be PRETTIER? Yes, probably if we "smooth" the lines. Instead of LINEAR like now, we like it to be smooth and SPLINY (like a spline). In such case, we can just OFFSET push the lines from original using Vector Move, then add extra lines before the connecting lines.



Bake Out, combine, remove doubles, then Subdivision Modifier. You get a nicer prettier looking spline connectivity.

Prettiful Lines.


This Line Intersect idea can be used to generate a complex pattern. Read a bit of this thread at GitHub:
https://github.com/nortikin/sverchok/issues/181

SEPARATE LOOSE & BOUNDING BOX

We have 2 new nodes that are very handy when we really need them:
SEPARATE LOOSE and BOUNDING BOX.

SEPARATE LOOSE can separate a joined Mesh into separate array of data.

In Blender, we can have an object combined or joined together and often we like to separate them by loose. For every mesh that is loose (no lined points via edges or faces), it will be a separate mesh.


Above, you see many objects joined as single object. When brought into Sverchok, they are combined and seen as a single object with a single Matrix data.

Use SEPARATE LOOSE and you will see the Data got filtered or re-vectorized back each into separate LIST ala Sverchok.


At the moment, I am writing this, the Separate Loose does not have Matrix output. It would be nice to have the Center Matrix from each separate loose so we could disturb and push the Matrix of each object at will (another cool way to say: Transform each object separate).

We can "cheat" and get the center matrix using the BOUNDING BOX node.


Bounding Box node also does not give us the Center Pivot point. We could try to find a way to get the Center position. A quick trick is by selecting the MIN and MAX corner position from Bounding Box and then the point position in between = is our CENTER PIVOT.

The Bounding Box output is interesting, it is definitely 8 points. But the FIRST and LAST are our MIN and MAX points.



It works for 1 object, does it work on VECTORIZED DATA? Or ARRAY? We are lucky, it does work with multiple data coming in.




Knowing all these, we can have more control over the MATRIX position(s) of combined object(s). What does this mean?

We can use our own Matrix and re-position each separate objects at will.


TRICK: You could create Houdini's EXPLODED VIEW node using this idea.

Continue reading below for something more interesting.

ARRAY MODIFIER x SVERCHOK

If you are using ARRAY MODIFIER using normal Blender environment, you can work it together with Sverchok in unusual way, especially knowing that we have ability to control each Matrix for each separate objects (in the past, we can only do this for Polygon Faces component).



Few facts allowing us to do something like this:
1. Object In - Post Modifier option
2. Separate Loose node, to re-separate objects into ARRAY when DATA comes in as 1 object.

I thought this is simple, but quite powerful once again. We starting to have more control over the array of data, this time as Objects.

NOTE:
I am still waiting on the update of Bounding Box node or Separate Loose node to include the Matrix out to get the Center Position more easily.

A little bit stuck below where I cannot get each "Separated Mesh" into their Center Pivot.







However, below is an example node tree of how we can "explode the matrix", using Empty. In which the Position of Empty and the Scaling will affect the Matrix position of each object coming in.

Another step to create the "Exploded View" node ala Houdini 3D.



This node setup is not perfect, but also not completely failed because this is working to certain extent, however it can be slow if we have over 50000 points. Slow to bake, I mean. But 100000 points calculation is still pretty fast and will get faster, I am sure.



DISTURBING THE MATRIX

I sense the disturbance in the Matrix, just like what Yoda said:

"Great disturbance in the force I feel" - Yoda

Well, not exactly the same, but anyway, below is an example where we can use SEPARATE LOOSE and then feeding in some new array of Matrix data.

TEXT OBJECT x SVERCHOK



From what we know above, even though the node tree is not "perfect" we can do something like below:



I thought that was pretty cool. The Text Object is still alive and we can feed that into Sverchok and disturb the position of each text.

INTERESTING LINKS

http://www.blurrypaths.com/tagged/coding
http://wiki.scipy.org/Numpy_Example_List#head-528347f2f13004fc0081dce432e81b87b3726a33
http://ftp.mainframe.co.uk/mash/docs/MASH-3.0-Documentation.html

UPDATE:

Linus has added Mean and Center output port for Bounding Box! Thanks Linus! So that means our node tree is simplified and we don't need to find the Center Point manually ourselves.

Ok, I realized the node setup below does not give the perfect result, something is not quite right with the Matrix. I will have to investigate and will update again when I found the better solution.

I use Random Vector at the moment, but feel free to use Noise as well.



UPDATE AGAIN:

Apparently we can solve the little "glitch" using Vector Drop.

LINUS:
Separate meshes lives at the location they come from. However we do already have node for that for realign with zero, Vector Drop.


However, Vector Drop seems to have effect on rotation of each object. So the MOST CORRECT SOLUTION and CLEAR is as below, using VECTOR MATH-ADD, we substract the position to zero out each object, before we move them again! Isn't this Vector thing fun?


You see this kind of workflow carries the essence of good programming:
1. It is definitely alright to make errors, knowing we will find a better solution later. Don't leave bugs, but do try things.
2. There are many solutions to one problem. 
3. Work iteratively but as a whole. Continuous refinement.
4. Ask and search around for answers. Maybe it is already answered before.

Everything seems good now, we can proceed to the next stage!


Exploded View reborn.

MKRdezign

Contact Form

Name

Email *

Message *

Powered by Blogger.
Javascript DisablePlease Enable Javascript To See All Widget