Timeline for How to Bend Object Coordinate Procedurally?
Current License: CC BY-SA 4.0
23 events
when toggle format | what | by | license | comment | |
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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 |
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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 |
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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 |
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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 |