Open enzyme69 opened 7 years ago
Blend ZIP: UV_intro_001_2017_06_21_00_29.zip
Further study, I came up with this solution, should be pretty good for flat knitting surface. In here, I am using Grease Pencil to actually draw the knitting element, but that part can also be 100% procedural.
knit_pattern_03_2017_06_21_08_20.zip
You can then use the polygon adaptive using Tissue Add-On or Sverchok own Adaptive node. In order to make this work 100%, we might need to work out how the seam connects together. There is a few caveat still...
There is one clever thing that Entagma did with Houdini, where they actually sample the UV info and then sort of doing point by point projection... in order to have a smooth displacement wrap around of knitting of actual 3D object surface. Complex stuff! But super interesting.
I don't know how to simulate this yet using Sverchok.
Maybe the answer is there somewhere.
knit_pattern_04_2017_06_21_08_38.zip
Tweaked it slightly... I think PI should be multiplied by 3.14 or 6.28 ... to make the loop.
Mifth Tools, like Mira and Wrap actually works interestingly, although around the edge can get pretty dirty. UV dependant.
https://blenderartists.org/forum/showthread.php?366107-MiraTools
This is a dodgy example.
This kind of process can get pretty heavy for computer. 2-12 millions polygon faces is easy.
To think about it, we might not need to use this wrap thing as Adaptive Polygon of Sverchok, or Tesselation of Tissue does the job.
I figured it out, it might be like this:
It is very important to always consider the final resolution of the mesh. Do not go too far, it might crash your system.
To have a more natural knitting, the actual topology of the quad also needs to be considered. And also think the final volume form of the 3D model, it needs to feel like fluffy knitting, so, lots of factor like this to consider!
I don't have time to refine the render, but this is a quick test.
A couple more test:
Kind of curious how this thing would print out actually.
A couple more test:
Kind of curious how this thing would print out actually.
I just realized: if it is for render, it is possible to create the look of knitting via texture, displacement and hair of some sort.
I guess what we made here is good for 3D printing.
Alessandro Zomparelli from Tissue Add-On gives an example how to do this correctly, apparently 1 element per polygon face...
I still don't quite get the Tissue add-on. This is actually wrong:
Use wires, instead of solid mesh, probably better luck...
The element/component is apparently need to that part that will seamlessly stamp over the surface. We can use edge.
Need a good element to tile and adapt, and tissue and Sverchok can do the job.
Good, try with a human model: http://www.makehuman.org/ http://www.manuelbastioni.com/manuellab.php
:-D
Nice examples, do you know a way in blender or sverchok to transform each point to their uv space in 3D ?
Was inspired by this video: http://www.entagma.com/knitting-in-3d-building-a-uv-deformer/
I have not watched the whole video, but trying to tackle the Knitting problem right away in Blender using Sverchok Add-On, and perhaps with Tissue Add-On.
There must be a simpler way, less technical to achieve this...