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  1. #1001
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    Vector and points are represented in the same way in in Sverchok, but how they can be interpreted is very different.

    As side note even the .co is not needed. Two different ways.
    Code:
    >>> bpy.context.scene.cursor_location
    Vector((0.030590057373046875, -0.3238258361816406, -0.31893348693847656))
    
    
    >>> bpy.context.scene.cursor_location.to_tuple()
    (0.030590057373046875, -0.3238258361816406, -0.31893348693847656)
    
    
    >>> bpy.context.scene.cursor_location[:]
    (0.030590057373046875, -0.3238258361816406, -0.31893348693847656)
    The last two can be used for output in script node.



  2. #1002
    Originally Posted by Linusy View Post
    Vector and points are represented in the same way in in Sverchok, but how they can be interpreted is very different.
    choices, choices! definitely worth reading the mathutils api carefully:
    http://www.blender.org/documentation...dule-mathutils



  3. #1003
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    Originally Posted by zeffii View Post
    and btw to convert a vector to a format suitable for Verts use
    Code:
    some_vector.to_tuple()
    # instead of stuff like
    
    (some_vector[0], some_vector[1], some_vector[2])

    I just want to make sure you want to say that it was necessary to do so:

    Code:
        clv= bpy.context.scene.cursor_location
        Verts= clv.to_tuple()
    
    
        out_sockets = [
            ['v', 'Cursor Location', [Verts]]
        ]
    ?



  4. #1004
    yep Ko! should be identical result. with less typing :]

    that or the slice notion linusy suggested: some_vector[:]
    Last edited by zeffii; 14-May-14 at 03:32.



  5. #1005
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    normal-reflect.png
    Normals and reflections for plane.
    When we make per face color possible sometime in the future you could make your own mesh shader. (Which would be a stupid way to do it I think)

    reflections.png
    Made an updated version with both plane and light angle animated. 'Dancing flowers?'
    File: http://www.pasteall.org/blend/29155
    reflect3.png
    File v2: http://www.pasteall.org/blend/29169
    Last edited by Linusy; 14-May-14 at 15:40.



  6. #1006
    parametric circle

    I think math node needs
    2pi
    +1
    -1
    *2
    /2
    pow2
    Attached Images Attached Images
    Last edited by zeffii; 14-May-14 at 07:21.



  7. #1007
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    Feel free to extend it, it is all dynamic, just keep enum numbers stable in mode_items.



  8. #1008
    Member Wassilowitch's Avatar
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    hey zeffii, nice one! i also made a parametric circle some time ago this is the most optimized version i could come up with : Bildschirmfoto 2014-05-14 um 16.23.52.png



  9. #1009
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    para-cirle.png
    2 pi is good. Found a really old bug in constants in scalar math node also.
    Perhaps a number field with safe defaults for all values would be nice also.
    Last edited by Linusy; 14-May-14 at 09:58.



  10. #1010
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    Speaking about weaknesses of the "Viewer text" node:
    111111.png
    Data socket not working properly in such setup. The strangest thing is if I use > data socket works fine, but if I use < it works only through "socket convert" node (and only vertices output). When i click on "UPDATE" button crawls error report.



  11. #1011
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    Viewer text needs a big overhaul. Use text out for now, more raw data but usable.



  12. #1012
    I'm not going to be programming for a week or 2, except perhaps bug-fixing catastrophic stuff. Nice noodles guys, endless combinations.



  13. #1013
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    @Zeffii

    Zeff, before you are away, let's make the Grease Pencil thing happening and I want to make Alien Language using Sverchok.

    Like this below Probably a LOT easier in Sverchok.




  14. #1014
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    @Linusy

    Awesome examples on Normal stuff!! I seriously need your brain, man



  15. #1015
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    I was doing this multiple thread connections between two meshes thing. And I was kind of stuck when I wanted to do VECTORIZED INPUT random.

    My writing is here: (not a plug, I need solution)
    http://blendersushi.blogspot.com.au/...f-threads.html


    Maybe Linusy or Nikita or Liero or Zeffii can help where I am wrong or if I could simplify things.

    At the beginning, it is simple.

    A SINGLE THREAD between 2 points:
    O x x x x x x x x x x O

    It gets confusing when I started to add random move. The first and last point should never move.

    Multiple thread works if the Vector Random is the same:

    O randx randx randx randx randx randx O
    O randx randx randx randx randx randx O
    O randx randx randx randx randx randx O
    O randx randx randx randx randx randx O

    However, now I wanted to really use all kind random value. But then I might mess up the pattern.

    Any better idea?

    Thanks.



  16. #1016
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    Just tried to animate a script that changes the active material index of the active object- wild overheating.
    The first time I really understood the danger of frequent updates.



  17. #1017
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    Как вам, нравится?

    download this exemple
    http://www.pasteall.org/blend/29194



  18. #1018
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    Круто! ......



  19. #1019
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    PrtScr capture_5.png

    I am thinking of deleting "Faces" from mesh, based on "Displace Modifier". I am wondering if this is possible using Sverchok?

    I could List Mask the Points, by monitoring if the vertex.co.positionZ > 0, and that seems to be showing alright using Viewer Draw. However, Sverchok does not really bake Points and the point index seems to be changing if I do this.

    How would this work with BMesh Viewer? Or whether this is a good idea at the moment?



  20. #1020
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    I am getting R6034 Runtime Error with blender-2.70a-windows64 each time I start Blender with Sverchok enabled.
    The reason for the error is
    Code:
    import uuid
    call in the util.py

    However the error doesn't prevent uuid Python module and Sverchok from normal operation. It's simply annoying to see the window with the error.

    There is already a bug ticket for the error.



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