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Thread: [Addon][WIP] Sverchok, parametric nodes for architects.

  1. #1701
    I thought you folks might be interested in this article.

    http://www.nature.com/articles/nmat4...8ERI_ustdwc%3D



  2. #1702
    Hi Developers,
    Looks like a really interesting project.

    I really would like to get to know the code better,
    by running it and step debugging through it,
    to see the data that goes in and out of components.

    What is your development setup ?
    Is there a way of step debugging the code ?

    Thanks for any info
    and congratulations with the project.
    Regards



  3. #1703
    Member nikitron's Avatar
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    caroblender
    interested in 30$ to pay?
    sc3sc3
    development setup? what is it?
    debug:
    ~$ blender --debug
    Last edited by nikitron; 05-Feb-15 at 15:43.
    Sverchok
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  4. #1704
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    Last edited by Ko.; 12-Feb-15 at 06:06.



  5. #1705
    Any plans on adding an obj importer?



  6. #1706
    you can import obj using the regular addons/ obj import then use the objects in node to get the object data into Sverchok.
    (sverchok menu: Scene->Objects In)
    Last edited by zeffii; 24-Feb-15 at 17:38.



  7. #1707
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    Hy Nikitron!

    Have a bit playing with your bounding box tool:

    Code:
    bl_info = {
        "name": "BBox",
        "author": "mkbreuer / nikitron (bbox source)",
        "version": (0, 1, 0),
        "blender": (2, 7, 3),
        "location": "View3D",
        "description": "Bounding Boxes for selected Objects",
        "warning": "",
        "wiki_url": "",
        "category" : "Add Mesh"
    }
    
    
    import bpy, mathutils, math, re
    from mathutils.geometry import intersect_line_plane
    from mathutils import Vector
    from math import radians
    from bpy import*
    
    
    
    ############  Objectmode Operator  ############
    
    
    ### further function for BoundingBoxSource
    class BoundingBox (bpy.types.Operator):
        """create a bound boxes for selected object"""      
        bl_idname = "object.bounding_boxers"
        bl_label = "BBox"
        bl_options = {'REGISTER', 'UNDO'}
                                     
        bbox_subdiv = bpy.props.IntProperty(name="Subdivide", description="How often?", default=0, min=0, soft_max=10, step=1)            
    
        bbox_wire = bpy.props.BoolProperty(name="Wire only", description="Delete Face", default= False) 
    
        bbox_origin = bpy.props.BoolProperty(name="Origin Center",  description="Origin to BBox-Center", default=False) 
                           
        bbox_freeze = bpy.props.BoolProperty(name="Freeze Selection",  description="Hide from selection", default=False)   
    
        def execute(self, context):
    
            if context.space_data.local_view is not None:
                bpy.ops.view3d.localview()
                bpy.ops.object.bounding_box_source()  
                bpy.ops.object.select_pattern(pattern="_bbox_edit", case_sensitive=False, extend=False)
            
            else:            
                bpy.ops.object.bounding_box_source()  
                bpy.ops.object.select_pattern(pattern="_bbox_edit", case_sensitive=False, extend=False)  
                
            
            bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
            
            for obj in bpy.context.selected_objects:            
                bpy.context.scene.objects.active = obj            
                                                
                bpy.ops.object.editmode_toggle()  
                bpy.ops.mesh.normals_make_consistent()                       
                
                for i in range(self.bbox_subdiv):
                    bpy.ops.mesh.subdivide(number_cuts=1)
    
                for i in range(self.bbox_wire):
                    bpy.ops.mesh.delete(type='ONLY_FACE')
                
                bpy.ops.object.editmode_toggle()
    
                for i in range(self.bbox_origin):
                    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')                    
                    
                for i in range(self.bbox_freeze):
                    bpy.context.object.hide_select = True
    
            bpy.context.object.name = "_bbox"        
            return {'FINISHED'}                        
    
        def invoke(self, context, event):
            return context.window_manager.invoke_props_popup(self, event)
    
    
    
    ### BoundingBoxSource from nikitron 
    ### http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Nikitron_tools
    class BoundingBoxSource (bpy.types.Operator):
        """Make bound boxes for selected objects"""      
        bl_idname = "object.bounding_box_source"
        bl_label = "Bounding boxes"
        bl_options = {'REGISTER', 'UNDO'}
        
        def execute(self, context):
            objects = bpy.context.selected_objects
            i = 0
            for a in objects:
                self.make_it(i, a)
                i += 1
                
            return {'FINISHED'}
    
    
        def make_it(self, i, obj):
            box = bpy.context.selected_objects[i].bound_box
            mw = bpy.context.selected_objects[i].matrix_world
            name = ('_bbox_edit')                               #name = (bpy.context.selected_objects[i].name + '_bbox') 
            me = bpy.data.meshes.new(name)                      #bpy.data.meshes.new(name + 'Mesh')
            ob = bpy.data.objects.new(name, me)
            
            ob.location = mw.translation
            ob.scale = mw.to_scale()
            ob.rotation_euler = mw.to_euler()
            ob.show_name = False
            bpy.context.scene.objects.link(ob)
            loc = []
            for ver in box:
                loc.append(mathutils.Vector((ver[0],ver[1],ver[2])))
            me.from_pydata((loc), [], ((0,1,2,3),(0,1,5,4),(4,5,6,7), (6,7,3,2),(0,3,7,4),(1,2,6,5)))
            me.update(calc_edges=True) 
            return
    
      
    
    #add single operator to add menu [SHIFT+A]    
    def draw_item(self, context):
        self.layout.operator("object.bounding_boxers","BBox", icon = "BBOX")
                
            
    
    ############  REGISTER  ############
      
    def register():
    
        bpy.utils.register_class(BoundingBoxSource)
        bpy.utils.register_class(BoundingBox)
    
        #prepend = to MenuTop / append to MenuBottom 
        bpy.types.INFO_MT_add.prepend(draw_item) 
       
    
     
        
    def unregister():
        
        bpy.utils.unregister_class(BoundingBoxSource)
        bpy.utils.unregister_class(BoundingBox)
    
    
     
    if __name__ == "__main__":
        register()
    I hope you like it!
    Last edited by mkbreuer; 17-Mar-15 at 06:41.



  8. #1708
    Member nikitron's Avatar
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    Bounding box is bounding box. error appears on __name__ 137 line in registration.

    nice implementation, but why not in sverchok? Bbox_mk2?
    Sverchok
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  9. #1709
    Is there a way to map a mesh over another mesh using UVs in sverchok? Like in this thread:

    http://www.blenderartists.org/forum/...on-Map-via-UV&

    If there is, how?



  10. #1710
    Member nikitron's Avatar
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    Originally Posted by <-random-> View Post
    Is there a way to map a mesh over another mesh using UVs in sverchok? Like in this thread:

    http://www.blenderartists.org/forum/...on-Map-via-UV&

    If there is, how?
    we awoided UV some time, layout unwrapping not in this case,but your quest intrigued me. What librery to use to achive such result? Interresting
    Sverchok
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  11. #1711
    Member nikitron's Avatar
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    i think we gonna have it in sverchok.
    Sverchok
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  12. #1712
    That's great to hear!



  13. #1713
    Member nikitron's Avatar
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    but not now as well, write in todo list
    Sverchok
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    heil bandera evil first second third



  14. #1714
    Hi all,

    Been a while since I've posted in here but once again have a problem which sverchok may or may not be able to help with and thought id ask.
    Im trying to create a scene that resembles this video - https://www.youtube.com/watch?v=ZDPqrA4-jK0
    I've also posted a link here as i thought it my be particles and physics simulation i was looking for as this facade (as you can see) is heavily influenced by the wind.
    You can read in the other posts the methods ive tried so far but still cannot get it to work. I could (with a lot of time on my hands) position each of the 'flippers' individually using modifiers and a waved surface but i would like to animate the waves moving across the surface and so therein lies the problem. Again in the other thread ive posted a link to the model where you can see how ive got the wind to effect the 'flipper' but they all move at the same time.

    does this sound anything like a problem sverchok may be able to help with?

    Thanks

    ninehunred



  15. #1715
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    better ask here: http://blenderartists.org/forum/show...v-Thread/page8
    or here: http://blenderartists.org/forum/show...n-Nodes/page42

    Sverchok is more about creation of geometry, not animation.



  16. #1716
    Member nikitron's Avatar
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    @Ko. not sure animation nodes solve it easyer than Sverchok do. Question is - how to simulate affectors, not vector feald. I can make simple thing about this.
    Maybe we even can do something with standard hair particles.

    https://yadi.sk/d/SsUtJzD5fx8Jc
    Here is blend file with my solution for @ninehunred. You can make boids follow the empty and it makes them affect vectorfield as wind really do
    Last edited by nikitron; 13-Apr-15 at 09:12.
    Sverchok
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  17. #1717
    Thanks very much for your reply and help! would it be possible to make the flaps rotate more like this though?
    flipper diagram.jpg

    and also to have a staggered pattern?



  18. #1718
    Member nikitron's Avatar
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    @ninehunred, please, try this one, i used boids - all about you to make behaviour of boids (for sverchok not matter forces from particles).
    Here i used statistics methods, but you can put sinus/cosinus formula to handle Y parameter of matrix rotation. just put formula node between scripted node with statistics and vector node with rotation definition.
    Formula itself can be as cos(x/n[0]/n[1]), where n[0] could be frame info from scene nodes category - frame number and n[1] - end frame. That makes you devide on period of animation
    https://yadi.sk/d/xASmp8xCfyDAS
    Sverchok
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    heil bandera evil first second third



  19. #1719
    Member nikitron's Avatar
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    yes, but this is for one value, we need pattern, so this is KDTree issue, find closest points by radius and than operate with exact particle, but boids have to imitate wind exactly. For checker staggered pattern just make mesh of it, as i understand it is flat square?
    the problem is - i donno how to make direction dependance to open-close. KDTree is answer, i guess with strenght from count of particles!! it is avarage presentation of wind
    Sverchok
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    heil bandera evil first second third



  20. #1720
    Member nikitron's Avatar
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    https://yadi.sk/d/EqRRjKFEfyLr7
    here is my implementation of this feature. we searching closest points to each of particle in boids, than filter them and count how many times every vertex went inside search radius for boid patricles (0.5 can be changed).
    And than we make avarage value from 0 to 1 as coeffitient of influence, that you can use in formulas farthere to define for example degrees from 0 to 90 to flap.
    I used Numpy librery for Kdtree layout scripted node to ease calculations, not sure it will be fast enough nevertheless.
    Only opened question last - how to find movement vector for every boid particle - it will affect correctly if compare it with your unit curtain XY location + distance to boid that have to be presented in influence scripted node, and again we have to write numpy scripted node to find avarage value of vector direction + distance add + influence to combine all factors in one node. I think we on right way now and close to solution.
    wind_particles_harmony_KDtree.blend.pngwind_particles_harmony_KDtree.blend4.png
    Play animation and play with boids parameter
    Last edited by nikitron; 14-Apr-15 at 05:58.
    Sverchok
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