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5

The function, as graphed, is of t, which is [distance-to-0], (along the X axis). So we just have to substitute [distance-to-Empty] for t, giving ourselves the option of scaling and/or shifting it along the way: You may want different parameters, but I think these cover all options,with the least interaction between them..

4

We want to create an Archimedes spiral curve 155mm long. The dialog to create Archimedes curves has three relevant parameters: (number of) Turns, Radius Growth, and Radius. This problem is under constrained, meaning there are an infinite number of values for these three parameters that will give us the spiral. We will need to pick two, then calculate the ...

2

The problem is not that your U shaped objects are being offset. Add a circle and set its vertex count to 20 in the Last Operator Adjust panel. Something around 41.4mm radius will have the circle vertices just touch the edges of the U shapes in the array: Your problem is that the flat parts of the cylinder aren't the same distance from the center as the ...

3

I also came across this thread after reading Blender's source code and I found the thesis paper by Keir Mierle which explains the algorithms and the process of 3D reconstruction used in libvm: https://tspace.library.utoronto.ca/bitstream/1807/10437/1/Mierle_Keir_B_200801_MASc_thesis.pdf

0

Add a vector math node, set it to multiply, set the first socket as an attribute, the second socket to a vector and set all of the numbers to -1, write the result to position.The mesh is gonna be flipped and the normals are also gonna be flipped. To correct the rotation add a transform node after or before the vector math node, set the X, Y, or Z (or ...

1

Look at the Wavefront.obj or AC3D file formats both are fairly simple text-based formats. Some time ago I wrote a parser for the USAF Digital Datcom that wrote out an AC3D model based on the FORTRAN input card decks. There is a copy of the AC3D importer on my GitHub. It would also be fairly trivial to write a basic importer for a CSV point list. Here is the ...

2

I see now, what is a problem. So in ColorRamp values clumped initially. You can input any values from 0 to 1, but if value higher than 1, it will be 1. For example, I've added multiply by two to your setup and, as you see, input has been enlarged from 0..1 to 0..2, but all values from 1 to 2 becomes solid color. So since Blender has no limits in colors, and ...

1

You could make dense geometry with very small edge angles and use Limited dissolve to remove vertices based on angle. This way you can set maximum angle the edges of your mesh may have.

7

Just to expand on @Markus' very nice answer, specifically to Geometry Nodes. In the current state of Geometry Nodes (Blender 3.0a), the built-in normal attribute is: [The] Normal of a face. This is a bit different from the other built-in attributes in that it cannot be modified. It is automatically derived from the mesh. If this attribute is accessed on non-...

7

Wikipedia about a normal: In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. Wikipedia about a vertex normal: In the geometry of computer graphics, a vertex normal at a vertex of a polyhedron is a directional vector associated with a vertex, intended as a replacement to the true geometric normal of ...

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