11

Updated answer with animation technique (sort'a cheating) So to generate an animation of the tetrix levels increasing I kind'a cheated. Since my previous answer already used a dictionary to store all the levels, I simply wrote that data structure into a json file, then used an app handler function to read it prior to every frame change and load the current ...


10

The object could be a simple (say) Bezier curve, with a Bevel Object (another curve) assigned to it in its Properties > Geometry panel. The 'Tilt' property of individual control points on a Bezier curve is keyable: So just right-click it to set keyframes appropriately.. if you want a loop, set first and last keys to be visually identical, and go into the ...


10

I divide this Repeller Effect into parts: Offsetting the locations with multiple-object effectors. Changing the direction of arrows with respect to the effectors' location. Part-1: Idea is, we offset the locations (grid-points) using the first effector then use those offsetted grid-points for next the effector with the help of reinitializing option of the ...


7

I consider TLousky's answer superior, especially for pedagogic reasons (expressiveness and documentation of the code). A few minutes late but without numpy (also 2.8 only): import bpy from itertools import combinations from mathutils import * scale = .333 #scale of one tetrahedon tetrons = 0 #index of current tetron steps = 4 # recursion steps vec =( ...


7

Bmesh version. Pyramid Scaling a tetra particle on a single vert point cloud, such that each time it doubles in size, it uses the next level pyramid as a particle Make one tetrahedron from coordinates. I have skinned it lazilly with convex hull Now for each level, its pretty much from any vertex corner of the first tetrahedron, make 3 copies and move to ...


7

Animation nodes version One tetrahedron is used as model. Another one is used as duplivert. Its parent's vertices will be constructed by the nodes. An empty is used to control the iterations. And this is triggered when the empty is scaled. The nodes setup is composed of 4 parts. A main: get the input and produce the resulting vertices into the dupli ...


6

This is very easy to do, here I'm showing for a simple equation, y = sin(W*x), where W is a parameter and x is an independent variable. Step-1 Create two lists, one for the parameter (parameter-1 is as W in this case), and other for variable x. Make a loop using the parameter-1 list as iterator and x-values as an input list, Step-2 Make a group node (...


6

I've produced a Sierpinski Pyramid using Array modifiers. Two are needed per iteration. First, create a tetrahedron. This can be done by creating a cube, deleting two opposite vertices from the top face and the other two opposite vertices from the bottom face, then reconnecting the remaining vertices. Then rotate it and align it so that one face is flat and ...


6

If no one ... classic add Text convert to Mesh add Balls, set in Collection, add Physics > Riggid Body > Active add Particle system > Source from Volume, Render > Collection enable addon Copy Particles to Riggid Bodies, run operator (take some time) disable particle system for Text (Mesh) object and add Physics > Riggid Body > Passive To change letters - ...


5

First, you normalize the vertices positions into a unity setting. This is easily done by subtracting the lower-left-forward corner position of the bounding box and dividing by the difference between the upper-right-backward corner position and the lower-left-forward corner position of the bounding box as follows: You will notice that the vertices are now in ...


5

Parametric surfaces are very easy to create. A parametric surface is defined by two parameters—usually denoted by $u$ and $v$—that have a certain range and a parametric equation that maps those parameters to a 3D vector. To discretize the surface, we let $u$ and $v$ range in their defined range with a certain uniform step size and apply the parametric ...


5

I don't think the Blender Voronoi has access to quite the same parameter as the one illustrated. Typical shader-Voronoi is based on the distances between randomly placed points, one to a cell, in a regular grid of rectangular cells. I think the specific 'wobble' effect you show is based on smoothly varying the positions of those points within the cells, ...


5

Let's have fun with Animation Nodes then ! Teaser : Teaser 2 : Get the blend file here : First, let's create a loop to instantiate the spheres and make them grow to their normal scale depending on a certain falloff : If you want to find a node by name, type CTRL + A and then the name of the node you are looking for. In the topbar, go to Add > Subprogram ...


4

The problem is that all objects share the same material, consequently, editing the material affects all objects equally. Your solution of creating a number of independent materials could work, whoever, it would be very inefficient and hard to control. Instead, we could use one of numerous methods that vary in efficiency and difficulty. The easiest method ...


4

Animation Nodes can be used here. First, read my answer here to create the trace visualization. Then, we are going to alter the node tree to limit the computed directions to multiples of 45 degrees. To do that, the Snap Vector operator would be used. Take the following node tree for example: The snap operator snaps the vector to the nearest point in a grid ...


4

You could probably do this easily with a Follow Curve constraint on a bunch of plane objects. Create a simple square mesh with desired dimensions (example $2$ x $2$) Create a rectangular Bezier Curve object that has an exact $5$ x $4$ squares in dimensions (for squares of $2$ units you get $10$ x $8$), minus one square length in each direction than your 6 ...


4

I managed to do that also. You don't even need the add-on. Run the particle simulation for a short while (space) Convert it to objects Go to Object > Rigid Body > Add Active Shift-select one ball Go to the Rigid Body tab and put shape to Sphere Right-click it and 'Copy to Selected' to put it to all selected spheres Continue playing (space), let the balls ...


3

You may use the Object Instancer node to instance a group of empties, then you can set their instance_type to COLLECTION and set their instance_collection to whatever collection you want. For instance:


3

It has the following steps: 1) First sample the base spline (which going to be folded) i.e sample points and divide the sample points into two lists L1 (length_Max - length_L2) and L2 (length_L2). 2) Get the last point of L1 and use this point to transfer the folded shape (circle or spiral) 3) Then map the L2 points to folded shape (circle or spiral ...


3

Parenting in essence can be implemented as a simple matrix multiplication. For instance, give an empty and an object with a certain initial transformation. In order to parent the object to the empty, we simply multiply its initial transforms by the transforms of the empty as follows: So, to answer your question. All you have to do is multiply the output ...


3

The normal to a point on a spline is equal to the tangent at this point rotated by 90 degrees around the z axis. Let the tangent be $\vec{t} = (x, y)$, then the normal is equal to $R\vec{t}$, where $R$ is a 2D rotation matrix with an angle of $\frac{\pi}{2}$. So the normal is equal to: $$ \begin{bmatrix} \cos \frac{\pi}{2} & -\sin \frac{\pi}{2} \\ \sin \...


3

You can use Modulo math operation:


3

All you have to do is change the basis of the parametric equation to the tangent, normal, and cotangent of the spline. The cotangent is computed by crossing the normal and the tangent vectors. Note that the samples vectors are not normalized.


3

Note: I have replaced the Shader Controller Node (no longer supported) by new Material Attribute Input/Output Nodes, so I have updated this answer. ============================= Method-1: Offsetting the coordinate in Mapping Node of single texture for different materials: Here, I have made a simple example to use Material Attribute Input/Output Nodes. ...


3

You can use the Slice List node to reduce the number of spline points. To do so, disable the Start and End options of the node and enable the Step option. The higher the step is, the less spline points you will get.


3

Note- Please watch the tutorials of Animation Nodes based particle-system for Blender2.79x and Blender 2.8x and Forces and other Group Nodes. I am using Blender 2.79x for the morphing particles but you can also use the same node-tree in Blender2.8x. Edit: Morphing particles between animated objects: For morphing, we need random points on the mesh of the ...


3

Here may be an alternative to Metaballs, I remember seeing something similar done with 3DS Maxs symmetry modifier so I attempted to try something with Blenders mirror modifier in combination with other modifiers. On your mesh that you want to split go into edit mode and select some vertices where you want there to be tension during the animation and apply a ...


3

Your object has curve data. The curve data object holds a spline collection. In each spline there are bezier_points or points. You have mistaken a bezier point for a spline. The spline is a continued element made up from multiple points. As a curve data object can hold multiple splines (they can be discontinued/separate), it has a spline collection. You ...


3

It has basically three steps: 1) Transform of the objects at the particle location. 2) Delay the shape key of individual objects based on the birth time i.e., shape key animation starts when the particle is born. 3) Then making objects visible only when they are alive. ============================================ Single Object: Here is the complete ...


3

There are two ways to do that effect. By controlling the object falloff with Curve Interpolation node, Blend File 1: Using the Spline Falloff node which gives you more flexibility with the shape (O or something else), Blend File 2:


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