Nurbs editor

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triplus
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Re: Nurbs editor

Post by triplus »

Fair enough. I just shared my view and feel free to do it as you see it fit.
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microelly2
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Re: Nurbs editor

Post by microelly2 »

Basic functions implemented, the solids pass the geometry check and can be used with Part Bool'Ops.
https://youtu.be/xY7o6rBQP1M
I have replaced the pole grid lines by splines and selection goes now over the uv lines.
It's easier to select a point as a common of two curves than to fly into the part if the control point lies in a cavity.
Editing by using the grid of the part is more intuitive but I have still no idea how to implement.

Next steps:
make the gui comfortable
optimize the calculations to get faster output on changes.
create some examples
nurbs theory tutorial
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bp_074.png
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bejant
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Re: Nurbs editor

Post by bejant »

Wow - very nice microelly2!
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Pauvres_honteux
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Re: Nurbs editor

Post by Pauvres_honteux »

:o @microelly2 - you're the unsung hero of FreeCad!

I hereby boldly claim this to be the start of a surface workbench!
This is a huge, no better still, it's a humongous step forward to get a complete CAD program!

I'm crossing everything imaginable, including my tounge, hoping for the best and whish you all of luck in all your efforts!!!

BRAVO!
ezzieyguywuf
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Re: Nurbs editor

Post by ezzieyguywuf »

microelly wrote:Editing by using the grid of the part is more intuitive but I have still no idea how to implement.
What do you mean by this? Granted, I don't know much about Nurbs, but it looks like you have two grids: a control grid in purple that is what you actually push/pull, then a grid that is generated for the surface that intersects all the points on your control grid.

Are you saying it would be more intuitive to click a point on the purple control grid and then drag it to modify? If so, what issues have you run into implementing this?
mario52
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Re: Nurbs editor

Post by mario52 »

hi
very good work
have you tried with the lines created with my macro Macro_Texture

mario
Maybe you need a special feature, go into Macros_recipes and Code_snippets, Topological_data_scripting.
My macros on Gist.github here complete macros Wiki and forum.
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microelly2
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Re: Nurbs editor

Post by microelly2 »

mario52 wrote: have you tried with the lines created with my macro Macro_Texture
mario
It's one of the next features, I just look for algorithms to reduce the number of poles to interpolate such structures.
mario52
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Re: Nurbs editor

Post by mario52 »

hi
microelly2 wrote:It's one of the next features, I just look for algorithms to reduce the number of poles to interpolate such structures.
very interesting but for one image reduce the number of points (pole) reduce the quality of the photo , I tried but abandoned.

mario
Maybe you need a special feature, go into Macros_recipes and Code_snippets, Topological_data_scripting.
My macros on Gist.github here complete macros Wiki and forum.
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microelly2
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Re: Nurbs editor

Post by microelly2 »

A test with 200 x 100 poles and 1000 random modifications
the idea behind: create a tree bark structure as a real model and not only a bump map.

runtime 32 sec.
the runtime to create the grids is minimal but the rendering takes time.
the runtime increases with the square of the polenumber.
bp_076.png
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mario52
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Re: Nurbs editor

Post by mario52 »

hi
reliefs walnut bark

Image

mario
Maybe you need a special feature, go into Macros_recipes and Code_snippets, Topological_data_scripting.
My macros on Gist.github here complete macros Wiki and forum.
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