9

All you have to do is ray cast in the direction of the lamp starting from the vertices locations and use the points of intersection as the new vertices locations. The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.


9

Here's a first shot using drivers, with a set-up to keep the expressions as simple as possible to begin with. The X location of an Empty('End'), marks the length of the array. Moving 'End' in X changes a collection of driven values, and stretches the array. Everything is parented to another Empty at the origin, ('Start') so the rig works in Start's space, ...


8

Here's a less obvious alternative if you want to add faces / edges to skin a sequence of edge loops and interpolate the shapes. Some of this layout exists just to generate the sequence of edge loops (shapes), the real work is done by Vector interpolate MK2 and UVConnect. This layout works under the reasonable assumption that the number of verts in each loop ...


7

There is a lot of steps to make this happen, but it is pretty simple, so here it goes: Make sure that you put your list in a .txt file - for this example call it PointList.txt, and it will use the CSV format. Load this file into Blender. Note: In this format every line in the file is one point location in X,Y,Z: In the 3D Viewport Add a Cube - Shift+A >> ...


7

It was indeed derived from Eval Knieval node, but we felt it was cleaner to have dedicated nodes for In and Out instead of a multi-purpose node that switches its outward appearance. For Get and Set it's shockingly simple, you paste/type the attribute path you want to control and the node automatically detects what kind of Socket to add.


7

i'll further update the answer if you upload a demo blend with those shapes. I'd like to give you a nice answer. For now, i'll clarify what i've said in the comment, with an illustration. For predictable results I recommend making sure all profiles have the same vertex count. There are two ways to do that. subdivide the square profile. or, double up on ...


6

Select the nodes you want to group and click Create a node group . To put nodes in a frame select them then hit Shift+P .


6

I'm all about the nodes too, but i'm also all about leveraging the power of Blender from inside Sverchok. (When it makes sense, and when it can offer perfomance boosts.) This also offloads the pesky "twist" Matrix calculations to Blender, and lets you use the Twist parameter on the Trajectory curves. For now i started a discussion about this on our Issue ...


6

Here's another solution using Sverchok's own Bevel a Curve node (2 times). (courtesy of Vic Doval from Sverchok Issue tracker) A similar preprocessing step is employed. make the profiles match in vertex count and orientation interpolate between the two using the Vector Lerp node; taking its factor from a Range node. Notice the range node will output n ...


5

Use self with drivers Good example to show usage of use self with drivers. This way can put a property on an object (aka self) and drive other properties of that object with the property. For example sake I'm using the width 2 as my basis width. On the to be arrayed object added a custom property "length". Note: The minimum is set to the size of the ...


5

A current "lazy" approach to this. might be: I use a few VD nodes here to emphasize the original Quad outlines (light blue), and the resulting interpolated outer edge (red). Note that the Plane (Mesh) Object has a Vertex order which is [0, 1, 3, 2], and we need both Verts and Edges to order the vertices (using Vector Sort) for the "connected" algorithm to ...


5

Yes it's possible. First we need to put all objects inside a collection. Using Animation Nodes In Animation nodes we can use collection info node to get all objects, then convert them into mesh list using Mesh Input node(Mesh Input node don't have vectorized input so we need loop). finally merge it using Join Mesh List node. Using Sverchok In sverchok we ...


4

Just to update this question, in Sverchok, Grouping see "Monads". https://github.com/nortikin/sverchok/pull/809 Lots of useful information at GitHub thread. Copy and paste from Sverchok Github pull request: "Group Nodes" codename: Monads Similar to Blender's Shader Trees, Sverchok now how as its own implementation of Group Nodes and we use the ...


4

i'm one of the Sverchok developers. There's nothing special about the installation of Sverchok. As suggested by the readme, it is installed like any add-on. If you can install other add-ons then you know how to install Sverchok. You mention in your comment that you resolved the installation issue by logging into windows as an administrator. I suspect you'd ...


4

In Cycles, the Normal pass can be enabled in the render by enabling the Normal pass in the Render Layer properties - however, this is in World coordinates, not Camera coordinates. To convert the Normal into Camera space we can use the Vector Transform node. This isn't possible with the actual Normal render pass but we can add an additional Render Layer and ...


4

there are couple of ways: https://gist.github.com/d3fa712ed0a73e6db5ca08345402bd32 please, import gist layout - copy adress and press import from gist on panel


4

You have to enable smooth shade on the Mesh Viewer properties (in the N-panel)


3

ctrl+j will add selected nodes to frame


3

From this answer, I've changed or set the following: 1- Keyed object 2- Particle 3- Surrounding sphere (viewed as bounds) 4- Bunny (viewed as bounds) On the right the setting for keyed object (the 2nd PS has 10 for the time parameter). Above the setting for the surrounding sphere (250 for the 'end' parameter). And below the setting for the bunny:


3

I would approach this differently, First create the curved surface by lofting, Use modulo to make a masklist to discard the faces that represent the space in-between the planks Then finally extrude the faces using the Solidify node (via the Normal to turn the faces into "plank" geometry. use the SV Import / Export panel to import this gist: https://gist....


3

why not use simple deformation node? it is new node, that can twist, bend


3

This is one way to do it. currently: first split the verts of the object then multiply each vert's vector by a unique matrix (which is some function of z-height here i'm multiplying the vertex's Z component by 51.94) then recombine using mesh_join. We don't have a proportional editing method inside sverchok, you'd need to combine math nodes to emulate ...


3

Inspired by some examples elsewhere, here's my best attempt so far, but it doesn't (yet?) solve the problem of setting A and C to a different scale from B and D... ...but as far as it goes, it looks a bit tidier. EDIT: Right, so, with Kabu's help, the inclusion of a 'simple?' List Input has solved the next part of the puzzle. Very neat - although Kabu has ...


3

You were almost there. This is possibly the easiest you can go. Duplicate with a matrix in, and alter attributes individually with a list input. By changing the list input length, you add and remove objects. Changing their attrs individually as you please you can tamper with their pos,scale,rot. A couple of notes. You don't need "Move"; LOL, that not an ...


3

In this case, you can: Select the cylinder, shift select the grid then enter edit mode. Go to wireframe view and uncheck X Ray. Then from the top view, box select.


3

Try example points on mesh in lines it will give you some kind of lines. than follow orientation algorithm, creating matrices based on three points - (0,0,0), first vertex of an edge second vertex of an edge. on top - make planks (length can be the length of an edge) and texturize them


3

List Math average isn't what I would use to find the average vector, we have an analyzer node for that. It expects inputs of Vertices, and employs an appropriate algorithm for that kind of input. List Math expects primarily lists of numbers, (signified by the type of socket : green ) tweaking the level parameter will not result in returning the average of ...


3

If it is what you need, maybe. SNL used for sorting. import gist: https://gist.github.com/423c6ca03363c7f4aa2408f8d59df8d4


3

If you want a completely even tesselation, you won't manage with hexagons. You can see here a best case but it includes pentagons as well: Otherwise you can wrap a polygon grid or, in this case a brick grid with toothing so the wrap joins up correctly at the back, around a NURBS sphere. This will result in pinching towards the poles.


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