[Plugin][$] Curviloft 2.0a - 31 Mar 24 (Loft & Skinning)
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Yea - it was something like that I was wondering if it would do. Very promising!
Once I get Vertex Edit out of the way I want to make Bezier Path modelling tools. The control points stored as attributes for later edit-ability. Of course, if the user was to edit the geometry with other tools that would be ignored.
If the observers behave better in the next SU I want to make modifiers that one can apply to groups/components. Stack them up and apply the modifications after the user edit the base shape. -
Stunning! What a return.
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I think I've figured out how Fredo is doing all this fantastic work ...... if you listen carefully to the video you will hear a lot of squeeking going on in the background ....... well these can only be Creative Gremlins!
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wow
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@unknownuser said:
I guess this is a job for JPP. Curviloft only generates the thin surface.
JPP : the "Jean Pierre Papin des surfaces"
( a famous French footballer[flash=480,385:2ce7u8sg]http://www.youtube.com/v/OgTMXQ2mtfA&hl[/flash:2ce7u8sg]
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Big thanks in advance for creating this plugin. Frank Gehry will probably be switching to GSU pretty soon if Fredo keep this up
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Omg, we are drowning in pleasant anticipation!
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Hi all,
where we can download this very helpful plugin!!! Thanks!!! -
@rainie said:
Hi all,
where we can download this very helpful plugin!!! Thanks!!!When it is released. This was just a teaser.
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Fredo strikes again!!
Looking forward to another true Gem.
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fredo, great plugins. thank you very much for their continued contributions to the user of sketchup
two questions.
floating panel interface, which uses programming language?
you can use images *. png or other format for icons?when can download the first version of the plugins?
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@diego-rodriguez said:
floating panel interface, which uses programming language?
you can use images *. png or other format for icons?It is written in pure Ruby and SU API (which makes it portable PC and Mac).
Unfortunately, png cannot be used (the SU API is missing this functionality, but it would be a good idea to add it)@diego-rodriguez said:
when can download the first version of the plugins?
Probably not before a month, except if I released only a subset.
This is also why I need to have some sample geometry, beyond what I am doing test with, because I prefer to adapt the algorithm before the script is released)Fredo
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@earthmover said:
Holy crap!!! Is that speed realtime? Looks amazing! Do the number of segments in the rails matter? Could this possibly be used to replace the standard from contours in the sandbox tools to create graded terrains?
Videos are real time. As usal the performance is driven by the number of facets created, with the exponential slow-down noticed in all scripts.
The number of segments does matter because Curviloft always respects the vertices of the contours and rails. This is why meshes created can be unbalanced or very crowded. In principle, it would be good that users do a rebalancing before applying Curviloft.For terrain shaping, I would appreciate if you had an example, so that I can answer more accurately.
Fredo
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Fredo, what kind of example would work for you?
contour maps, completed terrains, an image, point cloud?
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Yes, Only Fredo6... OMG
I can't wait to try this one. -
Fredo, this is simply astounding work, you are absolutely incredible!
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@solo said:
Fredo, what kind of example would work for you?
contour maps, completed terrains, an image, point cloud?
Actually, a SKP model with contours where you want to generate the surface. Curviloft does not work on point clouds.
Fredo
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@unknownuser said:
It is written in pure Ruby and SU API (which makes it portable PC and Mac).
Unfortunately, png cannot be used (the SU API is missing this functionality, but it would be a good idea to add it)I've also requested that SU supports this.
Meanwhile, I've made a framework to read BMP images and render them to screen. Though you can't have too many as it'll slow down. But it works fine for creating toolbars. -
@thomthom said:
@unknownuser said:
It is written in pure Ruby and SU API (which makes it portable PC and Mac).
Unfortunately, png cannot be used (the SU API is missing this functionality, but it would be a good idea to add it)I've also requested that SU supports this.
Meanwhile, I've made a framework to read BMP images and render them to screen. Though you can't have too many as it'll slow down. But it works fine for creating toolbars.Tom,
This was also my first approach (with
view.draw GL_POINTS
) but it was definitely too slow. I think that if this is added in native code, it can be ultra fast, even fatser than drawing lines and polygons byview.draw
.Fredo
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What speeds up thing greatly is if when you load the bitmaps you sort the pixels by colour, and then draw each colour in bulk.
I load each bitmap for each toolbar button into a hash with the colour as key and the value as an array of point3d objects. Note that I merge all buttons into one hash.This means that if you are careful about your icon creation and use a palette of fewer colours you increase performance. A little bit pre-processing required, but the bulk drawing makes up for it many times over.
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