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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:




VARIATION of clones (copies) in PROCEDURAL GEOMETRY creation is possible in Sverchok via something called "Vectorized Input".

The term "was coined" by Zeffii, and Linus also tried to explain this at Blender Artist "Sverchok" thread a few times, I recommend you to have a read at the thread.

UPDATE 20140520:

Zeffii corrected me:
"I'm afraid it was neither Linus nor I who coined this term. I started using it to describe how we interpret data coming into nodes. like:

is it one value, or a list of values... or a list of lists of values...etc. As soon as you get more than 1 value as input, you can speak of vectorization.

The term is probably in use since 1930s. More correctly, but less fancy way to call this is Array Programming
http://en.wikipedia.org/wiki/Array_programming. 

But even in big packages like Matlab and R it is often called Vectorization"

This is probably a little bit difficult to understand, however it is clear after shown with examples.

USE VIEWER TEXT NODE TO SEE DATA

What I use often, but I don't always mention in the writing is that I use VIEWER TEXT node really often to check the DATA being passed on from one node to another.

It is often clearer than using VIEWER DRAW. Sometimes the DATA become invalid or in the wrong form of LIST, and Sverchok does not understand what to do with it.


When we bring in 3 Objects:

When I first started using Sverchok, although I sort of getting in what Nikitron analogy about "nesting list in Sverchok" as "Matryoshka Doll", not until I am using it for a while that I started to get a grasp of it.

Dumping DATA into TEXT OUTPUT node as Sverchok also give you a different preview of the data:

For 3 Cubes above that I brought in, I can see the EDGE data in LIST like this:
[ [ [ ], [ ], [ ] ... ], [ [ ], [ ], [ ] ... ], [ [ ], [ ], [ ] ... ]  ]

LIST inside a LIST inside a LIST can be little difficult to grasp in our brain. However remember that most of time this, Sverchok will take care of them, as long we know what to do.

Anything to do with list you can modify using the LIST nodes. These below are the most useful:

  • LIST LEVELS
  • LIST JOIN
  • LIST FLIP
  • LIST ITEM
  • LIST MASK

But all of them are actually equally important and worth trying to understand list.

RANDOM LINES USING RANDOM VECTOR

Supposed we want to generate some random connected LINES. We can do that most easily using RANDOM VECTOR and LINE CONNECT.

Random Vector can generate random 3 values (vector) that act as points that we can easily connect using the Line Connect.


We know that we could use "Seed" parameter to quickly get variations. However, if we are cloning the data using Matrix, we are always end up with same exact clone for each copy. It could be a hassle to always need to random pick Seed, then Bake the mesh each time.

In another 3D package, we want to do variations using "copy stamping" method where each copy has variations, whether it is via Random Seed number or other DATA values supplied.

Now, the key here is to check whether:
- The Generator Node is supporting Vectorized Input port
- We have way to port the Vectorized Input data.

This all made trivial via one node: LIST INPUT.

INTRODUCING LIST INPUT (FOR VECTORIZED INPUT)

This is quite a new node for me. The way I see it is this is one node to manage the Vectorized Input data. I know that this list allows me to generate VARIATION in clones.

"Random Vector" node accept Vectorized Input data and this is key to remember. This makes everything work as expected and we get variations.

So, if we plug in LIST INPUT node into RANDOM VECTOR we get instant variations:


We could then "offset" the SEED Integer value like below just to get all kinds of variations.


This might not sound like a big deal, but think about it for a moment, THIS is actually VERY POWERFUL. This is the reason I like about procedurality.

Because when we are able to generate variations with every node and every parameter in Sverchok, we suddenly have an unlimited possibilities.

Below is CONNECT LINES FROM RANDOM VECTOR:


What if I make a KNOT (lines goes into loop like Circle)? CIRCLE node is special and just recently upgraded so it can take Vectorized Input. Again, this is important. We cannot actually do this not long ago.

Below is KNOTS FROM RANDOM VECTOR: (I called this "Linus Knots")


Before, we have an open LINES, now we have KNOTS.

Unpredictability is part of procedural creations.

Vectorized Input => (NEW) Noise


Not always very obvious, many nodes can take multiple data input (vectorized input). For doing something like above, I often use Viewer Text to check whether my LIST data is correct or matching, and whether it is really outputting the correct data needed for final bake.


Remember we are working with low level data.
- A cube has 8 vertices
- If we want 4 x List Input, we will multiply the data 4 x 8 = 32 vertices, each still contained within 4 x List Input
- Then perhaps we want to push each vertex using random vector value (each vector is 3 values), how many random vector do you think we need

Now, I think Sverchok data structure management is pretty smart (I think so), so often we don't need to think too much about this. Just watch how the data get passed from one node to the next, keeping the pattern needed (to create geometry) and make everything manageable and we should get predictable output.

PROCEDURAL KAMASUTRA (2014)



EXAMPLE: Procedural Stars

Looks like with STAR, we can do it differently, I think below is kind of the right way to approach it. I am using LIST MASK to select "every other" points and then just scale it out.


One key different here is that we can use Vectorized Input with Circle node. Which means, we can output instant variations to our stars generator.




NOTE:
Funny thing I found here is that is I use VARIATION COUNT over 30 counts, I am starting to get some glitches. Maybe 30 Vectorized Input data is maxed out at the moment?


UPDATE:
Linus gave explanations:



Something like below would work:

TRIANGLES INA BOX



What can Triangles in a Box do? Instant Zaha Hadid? For that we only need Cross Section and Random Vector nodes.


GLITCH IN OPENGL SVERHOK VIEWER

Sometimes you might notice there is a little glitch on the Viewer like this:



Linus and Zeffii's explanation:
- For now, convex draws fine, concave doesn't.
- Don't expect ngons with concave elements to render properly

Keep that in mind, the preview is just a preview. Anyway, the resulting bake is completely fine.

It is probably fixed already.

EXAMPLE: Procedural Stones Generator



Interesting how we have all kinds of method to generate "random shaped" rocks or stones or pebles. This is probably the ultimate way.

Combined this with PROCEDURAL SHADER creation in Blender:


Random glowing Stones.

EXAMPLE: Liero's Rings


At Sverchok Thread #880, Liero gave this example creation you can do using the updated CIRCLE node and Vectorized Input.


All credits goes to LIERO on this one.


This is something that might become a Procedural City Map

THE ZEN OF PROCEDURALITY IN SVERCHOK

I can be madly philosophical about this.

Think about the BEGINNING and ENDING of a MESH geometry, before it become a truly useful entity (rendered out or used in game engine).

Your geometry may BEGIN its LIFE as 3D polygon mesh that you already have in the scene. It may also start inside the Sverchok, made using Generator node, out of nothing, just collection of NUMBERS.

Either way, the geometry eventually escapes and falls into Sverchok world. There, this geometry is TRANSFORMING.

Inside Sverchok, it become the Matrix, Vector, and List of Array of Numbers, Simply A GHOST mesh object. We can observe, manipulate, reduce, replicate, clone, filter, ... basically anything. This GHOST is FORMLESS, as Sverchok GHOST object is not yet REAL.

Suzanne is now a Delta.
To be REBORNED as a new object in Blender, we need to hit BAKE. Or turn it into temporary mesh using the BAKERY node. Or the (NEW) BMESH Viewer.

However, for us, the CREATORS, between the BEGIN and END of PROCEDURAL MESH, what truly matter is the JOURNEY.

"Procedural Unfold Script" by LIERO:


I accidentally stumbled into this awesome script.

Actually this is also kind of effect I always wanted to create in Blender. This is really brilliant!

I was questioning about CODE vs NODE and how algorithm can be used and setup advanced complex things. I realized I am just a newbie after all.

This Unfolding Flipping effect is brilliant because it makes use of Blender Rig (Bones) system and the effect is "procedural". I am sure that eventually this kind of iterative procedural animated effect can be done inside Sverchok.

Definitely something for you to play with:
http://blenderartists.org/forum/showthread.php?307784-unfold-transition

NOTE:
If you want similar "philosopy" about "Particle's Life and Death", you can read it inside this old book:
http://books.google.com.au/books/about/The_Magic_of_Houdini.html?id=PKN8AAAACAAJ

BMESH VIEWER NODE (!)

This BMesh Viewer node is very new, still in Beta. This node allows a different kind of "Baking". We can apply Material while Sverchok is still cooking. And more. Sverchok object is now LIVE.

What interesting is how we could manipulate geometry in this way:
MESH => SVERCHOK => BMESH => MODIFIER => SVERCHOK => and so on ....

BMesh Viewer makes Sverchok Viewer more real.

This is starting to get really serious and making me a little bit nervous.

We could start inside Sverchok and then combo with normal Blender environment.

SVERCHOK => BMESH VIEWER => Blender MODIFIER
=> Back into SVERCHOK => OUTPUT



This BMesh Viewer node is still in beta and of course there are some limitations, but this is quite exciting.

I have touched many of the basics and the most trivials. Hopefully this information helps you to build some more interesting procedural works.

LINKS

http://www.gamasutra.com/blogs/JayelindaSuridge/20130903/199457/Modelling_by_numbers_Part_One_A.php
http://www.complexification.net/gallery/
https://www.youtube.com/watch?v=AnAqB7LZUb8
https://vimeo.com/94720637
http://cliptic.wordpress.com/

MKRdezign

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