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Blender Sushi related scripts. Mostly about Sverchok, Geometry Nodes, Animation Nodes, and related Python scripts.

Python 100.00%
nodes sverchok blender3d b3d procedural generative livenoding

blendersushi's Introduction

blendersushi project

"I know how to Blend, a little."

Welcome to the SECRET VAULT of Blender Sushi related scripts and node trees setup created for Blender 3D!

TOOLS USED:

  • Blender 3D
  • Sverchok Add-On
  • Animation Nodes Add-On
  • Audio Nodes Add-On
  • ProcGenMod AKA Sorcar Add-On
  • ANY Node Based Add-On

This is an ongoing "ebook project" to share my brain and knowledge with everybody.

I am using open source Blender 3D as a tool to express my ideas and to share my endless study of everything related to computer graphics, animation, augmented reality and visualization. After a series of coincidents, I stumbled into very cool add-on like Sverchok and Animation Nodes and also meeting some awesome Blender Artists and Developers.

In the past I have a bit of play using node based commercial tools like Maya and Houdini. By far, investing my money and time on Blender has been a lot more useful than wasting money on unnecessary upgrades. I have used Blender ever since.

This freedom of expressions using freely available tools helps me a lot to really learn and play with ideas using nodes and a bit of codes. I gain more confident in programming, especially using Python. Even at a basic-intermediate level this knowledge helps me in creating a lot of things that is not possible have one is afraid and avoiding numbers.

I tried to keep all my tools open source and updated so that no matter what computer you are on, you can just install all the tools without worrying about licenses and dependencies with paid apps.

Regards, JIMMY GUNAWAN aka BLENDER SUSHI GUY

Blog: http://blendersushi.blogspot.com.au

YouTube: http://youtube.com/c/jimmygunawan

PS: I made a very little money next to none. Every now and then it would be helpful to get donation. Thank you. http://paypal.me/JimmyGunawan

blendersushi's People

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blendersushi's Issues

LIVENODING 631 / Procedural Japanese Paper Fan

prtscr capture_2
japanese_fan_009_2017_07_20_01_23.zip

To model this Japanese fan, I am using following procedures:

  • Thinking of animal hands with webbed fingers, or thin skin between fingers, usually to help floating in air, or pedaling under water.
  • I was thinking, maybe we can just slice parts of Cylinder or Ring surface
  • then I just separate the edges and skin modifier.

Pretty simple process, but the tricky bits is just to make this parametric. In Sverchok, the U and V of surface like Cylinder or Flat Plane Grid can be easily be separated, modifier and put back together. It's slightly tricky, but once you get a hang of it maybe not impossible to model every objects this way.

TOOL: ANSV Procedural Markers

My example proposal of a Procedural Blender Workflow involving Sverchok and Animation Nodes are like this:

  1. Procedural Modeling in Sverchok, group the Blend objects (can be a single piece or multiple piece)
  2. Procedural Animation using AN, in another Blend, simply animating linked empty instance of the models generated in step 1.

Of course there are many other cases where you might want to do Rigging in the middle, or everything can be setup differently.

Anyhow, for this Procedural Markers, this is exactly what is happening.

STUDY: Voronoi Fracture using Sverchok Script Node

Thanks to Sverchok developers, a lot of complex stuff can be done in Blender using just nodes.

sv_particle_voronoi_001_2017_06_13_08_30.zip

One of my favourite is this VORONOI CELL FRACTURE. Having it available via nodes means we have the instant feedback and interactivity that is normally not possible if we were using the add-on.

screen shot 2017-06-13 at 18 27 06

This is the basic setup.

We need to have Particles to do point scattering. We could setup the Points inside Volume mesh, but that will require some other nodes, might try that at some point.

Bone to Mesh using AN BONE INFO and SV

I always wanted to find a way to quickly convert Motion Capture BVH Data directly to 3D MESH, saving tasks of skinning, etc. For all kind of reasons. Perhaps we just wanted to visualize it quickly in Blender or perhaps we wanted to quickly emit Particles from it.

Although not quite conventional, it might still be useful for some cases. Normally you would want to prepare a mesh, refit the Bone into the mesh, and then skin the mesh for animation.

Anyhow, so I am using Animation Nodes AN Add-On and Sverchok Add-On in Blender to accomplish this BVH to MESH task.

Thanks to AN Bone Info node, we can source MOCAP data quite easily. And Sverchok can then take the data from AN.

ZIP:
[bvh_kick_007_2017_06_11_09_56.zip]

(https://github.com/enzyme69/blendersushi/files/1066329/bvh_kick_007_2017_06_11_09_56.zip)
screen shot 2017-06-11 at 19 56 25

NOTE:
There is quite a funny glitch, causing the dirty data to get generated over and over again, just keep in mind. If this happens, just change the GROUP NAME from AN. Before SV process it.

Procedural Low Poly Tree

We can approach this in many different way, but I like the semi procedural way, letting the 3D Artists to draw Grease Pencil strokes, which then can be converted to 3D generated tree on the fly.

screen shot 2017-06-05 at 19 18 26

sv_gp_low_tree_demo_001_2017_06_05_09_20.zip

NOTES:

  • Skin Mesher from Sverchok needs to be applied to the geometry generated
  • Think about how you are going to instance the generated tree variations

WIP Converting ArtRage XML into Blender 3D using Sverchok Add-On and Python

I wanted to export STROKE DRAWING DATA from an iPad App called ArtRage into Blender 3D Open Source. This app understands Apple iPad Pro and Pencil pressure and tilt, so I think this is a great opportunity to practice my Python and workflow to parse the XML to something that Blender can understand.

I am using Sverchok Add-On to assist me to keep the node.

My code will be very rough but will try to improve it overtime.

Procedural Greeble

This is one topic that keeps looping inside my head. I wanted to be able to generate greeble map using procedural means, potentially we get a powerful setup simply by using nodes.

I say, Tissue and Sverchok Add-On are probably perfect for this.

First of all, I need to gather all the source related to this method.

The idea is to have top down version of some kind of GREEBLE mapper. 3D objects, scattered into planar mesh and then we will turn it into hires map for displacement.

This Blendswap is a PERFECT example, basically providing lots of detailed greebles objects as Particles to be rendered out as map.
https://www.blendswap.com/blends/view/64174

screen shot 2017-05-10 at 12 19 47

Oliver Villar tutorial on ALIEN and displacement:
https://www.youtube.com/watch?v=VY9vHdwUo98

Zeffii ask about rendering height map:
https://blender.stackexchange.com/questions/1161/how-to-make-a-displacement-map-from-existing-3d-geometry

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