Closed enzyme69 closed 9 years ago
realistically, a short Reel is more achievable. Not because Sverchok is particularly limited, but instead because we all have other commitments - i'm sure. But I will share what's in my brain about this at this moment.
Sverchok can already make complex geometry with little effort. What I haven't seen much of yet are nice renders done to showcase what the procedural geometry approach is good at. At the moment the animated potential for growing stuff frame by frame and preserving materials / and shading is not solved and therefore can't be a focus point. But we can animated flatshaded modular stuff.
This may seem a severe limitation, but if you think about it.. any time you've ever seen a really good render it's almost guaranteed that the non-textured- non-materials previz of the render was also pretty cool and gave good impression of the final render.
Ok, that's more like it. Combination Sverchok Reel.
For animation. Something that shows progression/time lapse style always works. At minimum.
I think I can render some complex animated snakes. Really, just pushing points through noise looks good.
Inspiration: I was watching this anime and just admiring the procedural effects: books, some random architectures.
Random abstract 3D typography? Certainly something to keep in mind.
Less is more.
sorry jimmy, that's visual spam to me. (the anime)
I was thinking more along the lines of Alex Roman (http://vimeo.com/7809605)
Haha.. yeah, you know anime, it's very freestyle and it can be appreciated in certain way.
O yeah, I don't mind the Alex Roman. I am digging his work too. I think he did this simple "horror" tentacle creature. But I remember his impressive architectural work.
Andrew Price (Blender Guru) is actually pretty good in lighting/texturing those kind of architectural stuff. He is into Alex Roman stuff. I heard that for that work, Alex Roman just use Auto-UV for texturing. But maybe he was being humble.
The lighting is impressive though. HDR and Cycles, I guess.
I think, I need to look up some Architecture book. Are we going to create some original architecture works?
Google Search: "futuristic architecture". Or "alien architecture". I feel Sverchok is a bit alien, sci-fi. Unreal.
To me it is important that the theme is architecture and design, whether they are infact two different things is up for debate. They are more like different scale and purpose. Homes are never empty we always populate them with our stuff. Even the most minimal home has something to sit on, or a rug.. or a vase. a couch.a bookshelf. else is it's not a home.. it's a space
The texturing, that could be a nice instigator to get us thinking about how we might implement automated v mapping
Okey, I'll keep focus on architecture and design. I read books that talk about Architecture elements, lots of procedural/parametric in there.
An open space architecture building with some random exhibit inside? Fly through.
and little details draw our attention to them.. like a clock ticking, or a curtain flowing in the wind or a fish swiming in an aquarium
Please be careful with the word 'random', it's one of these words which is often not used correctly. Perhaps you mean 'juxtaposed', 'disparate' or 'arbitrary'. It's important (for me anyway) that we use this word less frequently. Maybe i'm being grumpy, or pedantic... but i think it helps to be more accurate in this case
i graduated "architectural environment design" faculty, so i feel many cross lines between master plans and interior design. and facades. All can be designed it is only metter of scale/efforts. We have allready made two tables in real world - it is design. one 3dprinted spider and many viz.
and yes, city I making now will be more detailed. i have to add streets junctions correctly. it is easy with offset node now with radius. but i think of other topology.
Instead of random, maybe "controlled variations"?
So far, most of my works are more experimental like Local Guru stuff. And he is now into Sverchok. http://www.local-guru.net/
For this SV Reel, I'll probably can donate some Procedural Creature. If don't mind. On top of Architecture and Design Exhibit.
I am not architects, nor product designers. However, I studied close to Architecture faculty (always, somewhat) I once use Form-Z and design a building that shaped like McDonalds Burger.
I am an animator.
))
Fashion, Textiles, Architecture, Engineering, Design, Music, Sound. Are all aspects of the human mind trying to mimic nature, hybrid with nature, or purposely be different to nature (and explore it at a different rate than evolution).
quickly a fish swimming: doesn't need a full fluid sim..doesn't even need water.
or glass...
Sverchok can re-create or extend some Modifiers, Add-On, Particles, Instancer.
Hey, @zeffii how did you make the box is that Face Extrusions?
yeah, but it makes sense to have a node for cages like that
Also have a node that "Brickify" if possible. Kind of turning anything into Brick like Grid. What do you reckon? I usually use Blender Particle Volume Grid hack.
Houdini has that.
Recreating this now... http://vimeo.com/16548929
Well, actually Remesh is doing this stuff.
we can cut bisetc 3 times. but it is not right
We should not invest time in reproducing obviously well implemented existing Blender modifiers.. But if we have a 'wildcard' modifier implemented in Blender for which the internals could be nodified.. then that would be an amazing thing.
I've been watching houdini videos..and grasshopper videos.. the programmer in me is wishing all this modular code didn't need to be connected via mouse all the time...
Each time we write a node, we only expose a small fraction of what the node could potentially be doing....
How many people are really using Sverchok at the moment? Maybe less than 100? Or less than 10?
I use and it is all
~20 unic users watching here on git every day
I will try to start sharing useful simple Sverchok node-tree Blend, I guess.
Sometimes I fear that people would just steal, but I guess I should not worry because true understanding is better than just using tools.
And like Nikita always gave some awesome node examples. Complex nevertheless. Zeffi and Linus are giving some answers and useful nodes.
I guess just make more useful and complete node tree that can be printed or rendered/presented as real product.
We write open source software and are fully aware that it is possible to steal all of this work and repackage it and sell it and if that product is closed source we'd never know. But we also know that if someone does that then it takes a lot of effort to cloak something, probably more effort than to write this stuff from scratch. I've come to accept that people will use my code without attribution, or even use my code as a starting point and never refer to where they got an idea. It doesn't bother me.
"steal" , that's a difficult notion for me. We build on each-others shoulders, we sometimes forget where we got ideas and start to think they were our own. Free exchange of ideas is what is more important. Very little of what we do is truly unique or novel any more, at least not conceptually. The intellectual pursuit however is a hard-drug.
btw: this is another case for making a index mask based on bounding boxes.
///but... with bmeshviewer, because meshes are real. you can use lassoo select in edit mode...
>>> [v.index for v in bpy.data.objects['Alpha_0'].data.vertices if v.select]
[0, 3, 4, 7, 8, 11, 12, 13, 16, 17, 26, 27, 28, 29, 30, 31]
>>>
But you need to tab into object mode before the snippet works
and then if you do mask those verts... you can't change the box settings anymore, or the index values will be meaningless
A very simple ListMaskMove node would be ideal, just outputting new verts, no extra logic needed
I am looking at Local Guru and I can see that Nikolau is sharing the blend for people to see and study, and I might as well borrow such technique. Kind of really generous in the way.
In the end, give and gain. steal and gain nothing. Every now and then I am surprised that people thank me on technique I shared.
Gotta crunch this insecurity.
For a demo reel for sverchok sharing the techniques is an important part.
We don't need to share all assets, but we could as CC. The purpose of the reel should be to demonstrate Sverchok not the Blender animation workflow.
If you think about it, the entire creation of a layout could be played back, like session recording in ZBrush, If we kept track of when and where nodes were created, moved, hooked up to other nodes (etc)
. This could be animated by auto keyframing events, but it can also act as a great instructor.
Quite a bit of work is needed if that's an interesting direction to go in. I think it is.. but I also don't feel like coding that level atm.
More inspiration: https://vimeo.com/99345091
that's more like what I have in mind. yes! Nice find
I got that link from Andrea Graziano, Grasshopper and Blender fanatics. http://andreagraziano.blogspot.com.au/ http://www.grasshopper3d.com/profile/AndreaGraziano http://www.scoop.it/t/digitag-journal http://www.co-de-it.com/ https://vimeo.com/user9064883
Lots of interestingness links everyday from him. He is an architect with interest in tech.
Google "Auroville": Auroville was founded in 1968 by Mirra Alfassa and designed by Roger Anger
![Uploading PrtScr capture_21.png . . .]()
Mattias Adolfsson Illustration.
It's not particularly 3D, but his illustration has interesting details. Freestyle render, with outline for Sverchok stuff can be nice too.
I think @zeffii will like this also: https://vimeo.com/67177328
Inspired by silk worm.
yep, silkworm video was neat
Another inspiration. Not that we gonna do bone and muscle anytime soon. https://www.youtube.com/watch?v=pgaEE27nsQw
Referenced from #208 @zeffii wants to make short reel.
Let's brainstorm, what's in everyone's mind.
Futuristic 3D city or world with some Procedural Mecha Robot?