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S Jul 12 at 12:19 history bounty ended Noob Cat
S Jul 12 at 12:19 history notice removed Noob Cat
Jul 12 at 12:18 vote accept Noob Cat
Jul 8 at 18:35 comment added Lutzi I did what was right at the time. Of course with additions I see the difference.
Jul 8 at 7:25 comment added Noob Cat @Lutzi Please compare the 2 questions carefully, here I am asking how to "Bend" while the other question is focused on Polar Coordinates. Take a further look at Leander excellent answer and you'll understand why it's not a duplicate. Furthermore you reported it as "Duplicate" and in another comment you reported it as "Similar" This is neither duplicate nor similar. They are 2 different topics, which require different answers.
Jul 6 at 19:59 answer added Leander timeline score: 5
Jul 6 at 12:21 history edited Noob Cat CC BY-SA 4.0
added 260 characters in body
Jul 5 at 21:01 comment added Noob Cat @MarkusvonBroady If you think you have a solution that works I suggest you post an answer explaining how, unfortunately I can't understand what you are suggesting.
Jul 5 at 19:50 comment added Markus von Broady @NoobCat in the "simple deform" modifier it's called "limits", and that too can be produced in a shader, I'd start doing it for the geonode modifier first, then reversing it.
Jul 5 at 19:34 comment added Noob Cat @MarkusvonBroady Ok, I tried the shader, but it doesn't Bend, but rather produces a circular mapping, in which you can set the radius. However, this is not curving, it gives the illusion that it is, if you scale this mapping you will realize that it is a circle. Imagine having to bend the pipe in one place. The tube will be bent at that point, once the bending is finished, it will continue straight
Jul 5 at 14:54 comment added Markus von Broady You could look at how to implement the "Bend" modifier, then reverse it, because in a shader you're not taking a flat grid to bend it, you're sampling a position, and figure what coordinate would bend into this position. I explain the logic here: blender.stackexchange.com/a/278060/60486 so here's an example of the reversal: blender.stackexchange.com/a/320463/60486 the logic isn't exactly correct there... And now copy-paste it to the shader: i.imgur.com/vanPfVE.png
Jul 5 at 13:27 history edited Noob Cat CC BY-SA 4.0
edited title
Jul 5 at 10:29 comment added Lutzi This question is similar to: Convert Object texture coords to Polar. If you believe it’s different, please edit the question, make it clear how it’s different and/or how the answers on that question are not helpful for your problem.
Jul 5 at 10:28 comment added Lutzi Duplicate of blender.stackexchange.com/questions/98736/….
S Jul 5 at 9:58 history bounty started Noob Cat
S Jul 5 at 9:58 history notice added Noob Cat Authoritative reference needed
Jul 3 at 23:08 comment added Filip Milovanović Perhaps you could make use of a polar coordinate system - treat the u coordinate as the angle, and threat the v coordinate as the radial component. Both coordinates could have an offset, and the u coordinate might also have a scaling factor - these could serve to control the curvature. Then "convert back" to cartesian uv coordinates. Might need some tweaking/clamping
Jul 3 at 17:20 history edited Noob Cat CC BY-SA 4.0
added 341 characters in body
Jul 3 at 17:10 comment added Leon Kunštek I just want start off saying I never used Blender in my life and I came here from Stack Overflow because the question sounded interesting. I'm not sure if this is possible in Blender, but have you thought about using a quadratic function? If you want it to be a straight line, you can set the x^2 parameter to 0, and slowly increase it to get a curve (like 0.00... slowly) and you can use the x parameter to orient it or just use it as 0. Again, I've never used Blender so this may all just be me rambling, but I'll be glad if it actually helps anyone.
Jul 3 at 15:29 history became hot network question
Jul 3 at 8:56 comment added Gorgious I think for this to work you need to account for the space bending in your "Less Than" threshold. Since space is bended it makes sense that the line is also bended and its width varies. And I would use an "Absolute" math node rather than a power of two which will make the computations harder
Jul 3 at 8:26 answer added josh sanfelici timeline score: 3
Jul 3 at 7:29 history asked Noob Cat CC BY-SA 4.0