Hi there , I have made a node that generate a surface from 2 profiles or more and 2 rails titled “Birail2 or more” based on sverchok ver6, (it takes curves as inputs and return Bmesh) hope that you find this useful specially architects who seek in blender a freeform design tool
Link to the node : https://drive.google.com/file/d/1svHxIJFJ5IJ1TvhvKMvlShiDdsm6LGeL/view?usp=sharing
I try to use the node points_inside_mesh on a mesh that I create from a uv connection from two triangle. So I got a ‘Vector P filed’ with many points and this mesh.
But when I apply the node there is some points who are outside the mesh and not removed by the mask.
Is there a proper way to do that ? I have try to apply “Recalc normals” to the mesh but it didn’t solve this problème.
Until now it work well with box (and mesh create with boolean join boxes) Is there an important rule for creating mesh from faces and/or surface to use “points inside mesh after” ?
Thanks for any advise who can put me on the path. I have try many things and I don’t know what can I do next…
I downloaded the plugins. Is there documentation on how to install them? Thanks Edit: scenegraph and sceneparsers are the 1st 2 plugins. Are these for sverchok or something else? Thanks Edit: I will post this later in a seperste thread with a picture of all the plugins. I am thinking they might be for freecad now. Sorry
Restart how do I install the plugins on the conda page. One of the plugins is called webview. Do I drop these files in a macros folder and not the mod folder? Thanks
Thank for that information.
I have done more experimentations base on that.
It work well with polygons “merge by distante” fix the problem.
I have experiment uv connection with curves.
It almost but for some reason there is few point that go outside.
I have try to remove in a 2nd time using an other volume but it didn’t catch all the outside point.
Outside points are in white and cyan near the top surface on my shootscreen.
I remove the double and draw the normals I don’t see where it go wrong.
Did you know why there is only one face on top ?
I there a way to split this face and be more precise ?
@portnov@nikitron@zeffii : please can you implement other methods for sorting objects in ("objects in " node) like sorting by selection order …Thank you in advance
Yes, the manual list move/down is a good approach:)
just a suggestion : Can the “undo operator” solve the problem of selection order, I mean compare 2 lists of objects to get each time the " all selected objects -the last selected object" and append the difference between those 2 lists in a 3rd list that will contain object/s sorted with selection order but inverted–>inverse the list and voila the list is sorted correctely