[Plugin][$] Curviloft 2.0a - 31 Mar 24 (Loft & Skinning)
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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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One more video, on the possibility to borrow contours from within components....
Fredo
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That last process vid you just posted would be a great time saver all by itself. I'm trying to think of something creative to offer as a sample, but you've covered pretty much what I'd use already.
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Bloody genius! I'd swear I was looking a video from Rhino or Bonzai!!!
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On the last example, the curve can make a loop on the same plan?
If yes,there is an automatic clean of the complex auto-intersect skin resulting? -
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A Torus is easily made using the built-in FollowMe tool or even my EEbyLathe - BUT Fredo's new tool seems far more powerful, and so it should be able to do much greater things
We await in anticipation... -
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Fredo
For loft along path you always show two faces or surface and a path...
It will be possible to select more faces?
Something like this image that I found:And I attach some models to see if they work with loft along path.
Daniel S
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@unknownuser said:
One more video, on the possibility to borrow contours from within components....
[attachment=0:23rqfyk7]<!-- ia0 -->Contour components.gif<!-- ia0 -->[/attachment:23rqfyk7]Fredo
This remember solidworks. Non destructive work can be very interesting. And if can be possible to make smooth junctions.
Fredo, never doubt: WE LOVE YOU!!! -
hi Fredo,
if you need a mac tester...
this is a simple version of something I can't get any of the other tools to manage easily, but maybe it's me...
cantfollow.skp -
@driven said:
this is a simple version of something I can't get any of the other tools to manage easily, but maybe it's me...
I don´t know how to explain it in english, but you follow and rotate. So if curviloft works with closed paths and you can select more than 2 faces you will need to make something like the attachment.
Not really sure, but this is how should work this feature Fredo?Daniel S
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Hi FREDO
I have drawn some models for you to teste the loft pluginsyou need other models?
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Hi Fredo,
As promised, I attach to this post some test files in order you can evaluate your plugin with terrain work.
The first file (road test.skp), show you one of my principal process in order to make roads, and the boring step of cleaning the faces outside the original contours after using the sandbox...I weld all the contours of the road, but I think you'll have to create somme edges in order to divide the whole road in parts.
The second file are classic contours for terrain.
Hope it will help you to test your plugin.
Regards.
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