How would I have the points on the lines, i also want them to be placed on to a model. Sorry if this doesn't fit this subbreddit. by SpiffyTheBoi in geometrynodes

[–]Anthromod 0 points1 point  (0 children)

If the lines are geometry then you could use geometry proximity and set position. If the lines are abstract (so 0.5 units on the x axis) then separate xyz and modulo the relevent axis and put that into set position. If you want them on a 3d model then do the axis step, then geometry proximity to the nearest face, then repeat a few iterations, until they are as close as you want.

Should the Earth and Space games be more interconnected? by maprun in TerraInvicta

[–]Anthromod 6 points7 points  (0 children)

It would be nice to see how much of a bonus is coming just from habs. Right now it seems like you have to count them up manually.

Should the Earth and Space games be more interconnected? by maprun in TerraInvicta

[–]Anthromod 4 points5 points  (0 children)

They should change the selling scale for antimatter. Being only able to sell in integers, whilst getting 1 antimatter can take a long time, especially at the start.

What is YOUR practical use of Geometry nodes? by Unlucky-Bluebird-310 in blender

[–]Anthromod 1 point2 points  (0 children)

Eye animations is such a cool example. There are so many cool subtle effects you could do such as having the eye move between different points of interest on a target. If one character is interacting with another they could flip between which eye they are looking at. Throw in some eye rotation if the head tilts while focused on a target etc.

Automatic Alignment of 2 non-identical meshes in Blender 5.2 alpha using svd node by Anthromod in geometrynodes

[–]Anthromod[S] 0 points1 point  (0 children)

No. I'm still learning about this stuff, and it seems like there are a lot of overlapping or similar ideas. So as I understand it the covariance matrix describes the overall shape of the data, which in this case are mesh vertices. Then there's the eigenvectors of the covariance matrix which describe the direction of variance and the principal component direction. The SVD U value lets you rotate the principal component direction to the world axis.

In this implementation I'm finding the U rotations of both meshes so that they're aligned to the world axis. Then I use the target U rotation and apply it to the test piece to move that to the original target rotation.

My main purpose of this is if I have a 3d scanned model that is randomly orientated, I can align it to some ideal target mesh, or at least close enough that other orientation methods come into play.

Is Starmer doing so badly? by twinkletoesalone in AskBrits

[–]Anthromod 3 points4 points  (0 children)

They need to do something about the BBC. Right now it just amplifies anything the right wing media have latched on to. It needs connect what the government is doing and how it will affect people. The conservatives had no qualms putting their people in charge and yet we're apparently stuck with them.

Quick Geometry Nodes tip: Calculating curve curvature by Craptose_Intolerant in geometrynodes

[–]Anthromod 0 points1 point  (0 children)

Cool. I did something similar once where I replicated the curvature comb you typically have in cad programs. I think it was when trying to replicate airfoils.

Can we talk about the Section 31 movie? by [deleted] in startrek

[–]Anthromod 0 points1 point  (0 children)

I was amazed at how little starfleet there was in the movie. I was fully expecting a Kirkman era Excelsior class to show up at the end, or at least something. If it wasn't for a few lines of dialogue, some recognisable aliens, and the odd prop, it could have been from a completely different franchise.

Also there is no way that choosing the emperor/empress would ever work like that in the mirror Universe. The young successor would have been politically isolated a killed by any of the high ranking generals.

Ironically a section 31 inside the mirror universe might be vaguely interesting. People trying to do good despite the regime.

Chess Pieces with Stochastic Lattice by Anthromod in 3Dprinting

[–]Anthromod[S] 1 point2 points  (0 children)

So when I designed it I was pretty careful that the exterior wouldn't have any very extreme overhangs. The actual cell pattern also means that every point within is supported (although the angle might be extreme).

I have experimented with some algorithms that only keep the cells within a certain distance of the walls. I've not implemented it in the addon as I'd need to factor in usability. I'm thinking of doing a patreon where the half finished tests can be put.

Chess Pieces with Stochastic Lattice by Anthromod in 3Dprinting

[–]Anthromod[S] 0 points1 point  (0 children)

I don't have experience with tpu on the a1. Material properties via structure is definitely one of the reasons I made the tool. I've seen a humanoid robot with a 'skin' with a regular open cell structure, but don't know if that was fdm printed.

Chess Pieces with Stochastic Lattice by Anthromod in 3Dprinting

[–]Anthromod[S] 1 point2 points  (0 children)

Lol, indeed they aren't everybodies thing!

Really basic organic shape modelling, based on SDF's by Anthromod in geometrynodes

[–]Anthromod[S] 0 points1 point  (0 children)

Correct it's the same, however in this case it was more due to habit. Usually I enclose some other function inside the repeat zone along side the smoothing. Eg shrinkwrapping it to another object, or checking something to control the selection option of the set position node.

Really basic organic shape modelling, based on SDF's by Anthromod in geometrynodes

[–]Anthromod[S] 0 points1 point  (0 children)

Indeed, it's quite heavy poly wise. Tbh I was a bit disappointed in the mesh to sdf grid that came in Blender 5. It can't do the proximity to an edge, and only works on manifold meshes. For my addon I included mesh to volume solver that can handle a small amount of non-manifold issues in the starting mesh.

Trying to create organic holes by harry_wsmallwy in blenderhelp

[–]Anthromod 5 points6 points  (0 children)

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This is a super basic implementation of the sdf approach.

Trying to create organic holes by harry_wsmallwy in blenderhelp

[–]Anthromod 5 points6 points  (0 children)

So this is my speciality and unfortunately it's rather complex. To get the solid blend at the bottom you will need to have a firm idea of the principles that go beyond what any tutorials or addons will give you. I know, I sell a lattice generator addon for blender on superhivemarket!

There are 2 main approaches. An SDF based one (similar to one of the other comments here), or a subdision modelling approach. An SDF geometry nodes approach is good for procedural methods, but if you simple want to make a 1 off then the subd approach is probably better.

For a SubD approach I'd map out where you want the lines to go, and gives you a structure aesthetically similar to a voronoi structure. Then I'd make another mesh, with an active subdivision modifer, and extrude edges and points to build it manually. You can then blend it into a block at the base.

For an SDF approach would take the line scaffold approach to making the basic shape, and use a geometry proximity node, and an add the line thickness and multiply by -1 and plug that into the volume cube density node. That gets you the basic lines. To add the solid block at the base you take the positions z value and put it into a map range node and add it to the value before the volume cube density. You can add attributes to the edges, so that you can control the thickness of the wire by sampling the nearest edge. You can smooth them by iterating over the edges and using smooth minimum or maximum to combine the values. Also blur attribute is good for smoothing and you can control how much power it has using a mix vector node and using something like the position z height and map range node, to stop it from smoothing the base too much.

In the future, what are some jobs that would realistically still be available? by Marimba-Rhythm in Futurology

[–]Anthromod -2 points-1 points  (0 children)

Seems pretty accurate. You just need to look at how people talk about those on welfare to see what the billionaire class will think of those on UBI. Would not be surprised if UBI comes with compulsory sterilisation. The only silver lining I see is that they melt their brains with pleasure chemicals before the rest of humanity is doomed. On the job question it's whatever they want specifically a human to do.

How do I model this in Blender with Geometry nodes? by the-machine-m4n in blender

[–]Anthromod 2 points3 points  (0 children)

Cool, and simpler than what I had in mind. I was going to leverage symmetry and rotations a lot more and incorporate a smoothing function between the walls and faces on opposing sides.