In todo list.
First we try to speed it up, some good news coming very soon about that.
Then we need some kind of auto bake and blender integration.
speed optimizations are pretty noticeable already! -when dragging sliders and so-
it works ‘in frame’ atm but later could be ‘inter frames’ I guess -for animation-
Done some testing with our next planned feature, where we start using better data structures. The test setup is small not likely totally representative. The tests where using a simple setup the generated 250000 vertices and corresponding polygon data using plane. Even with this work it took 1,4 s to generate the mesh, far to slow to be really interactive.
For downloading the version going up on github sometime later today and enabling it, for now by changing a variable in the file util.py since it is in beta. (DEBUG_MODE = True)
Then you should get performance somewhere between today and step 1. Once the changes to complete step 1 are done we switch the code and reach step 2. (This work is simple but a bit tedious)
To reach step 3 we have to verify the code for each node, which takes some work and in the end the speed up is likely to end somewhere between step 2 and step 3.
Also the code for drawing the mesh becomes a bottleneck. But step by step we try to improve. The simplest things first.
Of course these results are preliminary and might prove wishful thinking…
PS
For smaller, more realistic data sets, the overhead becomes of other things becomes bigger. The improvements will not be this dramatic.
Quick animation test using new data structures.
From 9 fps to 19-20 fps. (The video is bad, just look at the fps)
Ps
The performance of is in terms of the above falls somewhere between step 2 and 3. Also I use the switch to toggle between old mode and new mode. It will be default soon.
Thanx a lot for your beautifull addon.
Is it possible to do real time (maybe in game engine)?
It is possible to access some feature of sverchok with python?
You are welcome.
You get realtime feedback using the viewer draw node, beyond that no realtime feedback right now.
They way sverchok is written you cannot use it from directly from python, however writing a node is quite easy.
Thanx a lot
Good idea, I’ll dig in that direction
Here is lines connection node updates. It makes polygons and edges in any direction of vertices’ range
Two new nodes:
Bisect is similar to bisect tool and extends functionally of cross section node. Fill options needs more work but works for simple geometry.
Solidify node to make geometry solid. Creates a shell.
In other news, 8 nodes left in speed conversion update list.
now it possible to cut any object
hello all, i’ve finally started learning your addon! it is really great!!
i’ve made a 3d Incircle, where it draws a circle, which fits perfectly into a triangle.
is it possible to convert it somehow easily to a node?
@Wassilowitch
thanks
I’ve never thought of circle fit triangle node. But politic of sverchok - to make universal nodes. ie offset, extrude etc.
But as experiment, it could be, we have to think and extend maybe, usability of this node.
@nikitron thanks for reply.
yes, it was just experimenting. because it just gives out the inradius and incenter, one could logically, also use it to fit a sphere into a triangle
I might be wrong, but I do not see this a general purpose node, if would be easy enough to write though.
It is nice problem and impressive layout and it highlights one of the missing things of sverchok, nodes for constructing geometry.
But for those things to make sense we need support parametric objects like lines. Line intersection (or closest point between lines is a better 3d operation), bisect of two lines, find the point on line closest to a given point would be useful operations. Given those operations this would become an easy problem.
Triangle ABC, define lines bisect AB AC and bisect BA BC, intersect, this is the incenter. From the incenter point find the closest point on the line AB (or BC or AC) the distance between them gives the radius.
Ps
Made a slightly smaller layout using the lists instead of processing point by point, as an example
http://www.pasteall.org/blend/26965
Hi all,
is there a way to build a road network out of lines with your addon? Would it be possible to implement such a node?
yes, you can, but i have not time to explane you how. try “snake” file somewere here in theme.