Sender | Message | Time |
---|---|---|
7 Dec 2023 | ||
20:01:43 | ||
8 Dec 2023 | ||
coolio, thank you jernd for the explanation -- makes sense! You do not have a shareable svg, do you? (that is ok if not -- I will look around). Now I need to figure out how to add it to an extruded side which might have arbitrary shape ;-) | 00:48:18 | |
You could project the SVG onto an irregular shape. | 01:03:43 | |
Google the filename and it should come up import_svg('wood-grain-texture-6830.svg') | 01:28:39 | |
how are you planing to print it? Raisin I assume? As up to my understanding FFF printing would not work with it - or am I wrong here? | 20:45:11 | |
If that sample were printed flat to the table the wood grain would be limited by the layer height and won't look all that natural. However, a little filler (I've used common wood filler) and some sanding and it looks quite good. If the grain pattern is on a vertical surface I've found my Prusa printer does quite a good job as is. | 20:56:45 | |
FWIW https://www.reddit.com/r/3Dprinting/comments/q2qgfw/today_i_learned_how_to_add_a_realistic_wood_grain/ looks pretty good to me | 21:09:06 | |
9 Dec 2023 | ||
Ok, that's great to know- Thanks roger_maitland and yarikoptic | 07:47:06 | |
Wow you guys are legendary | 21:51:15 | |
Clever use of SVG The only way I imagine it would be a displacement map (in blender) Idk if CQ and B123D have Displacement map functional? It's not typically a CAD orientated feature, more of a 3D moddler like blender | 21:54:00 | |
* Clever use of SVG The only way I imagine it would be a displacement map (in blender) Idk if CQ and B123D have Displacement map functional? It's not typically a CAD orientated feature, more of a 3D moddler like blender Also similar methodology to how Lithophanes are made through displacement maps derived from images | 21:55:10 | |
* Clever use of SVG The only way I imagine it would work on a 3D object would be a displacement map (in blender) Idk if CQ and B123D have Displacement map functional? It's not typically a CAD orientated feature, more of a 3D moddler like blender Also similar methodology to how Lithophanes are made through displacement maps derived from images | 21:56:07 | |
* Clever use of SVG The only way I imagine it would work on a 3D object would be a displacement map (in blender) Idk if CQ and B123D have Displacement map functionality? It's not typically a CAD orientated feature, more of a 3D moddler like blender Also similar methodology to how Lithophanes are made through displacement maps derived from images | 21:57:34 | |
I don't think we have a displacement map. I wonder what would be the logical way to do that since CAD is more analogous to vector software vs. raster software (not a perfect analogy) | 21:59:55 | |
In my mind it's just that SVG is very much a 2D element soo it only really works on flat surfaces Whereas displacement maps wrap around an objects UV (I think) and then displace perpendicularly to the reference surface (I'm probably over simplifying it but that's how I understand it) Issues I can already see are seams, where the displacement map eventually runs into itself again (can be clever with UV Wrappings and tillable Displacement Map Tiles) Soo idk best reference would be belnder and game Dev engines like Godot ,unreal and unity as a start I guess | 22:05:37 | |
What also gives to my mind it's similar to how architects work with typography, it's either a gray-scale displacement map or it's a set of contours that you they loft in succession until you have a complete surface to work with Maybe you can derive contours from a grayscal displacement map and then loft accordin | 22:10:12 | |
* What also gives to my mind it's similar to how architects work with typography, it's either a gray-scale displacement map or it's a set of contours that you they loft in succession until you have a complete surface to work with Maybe you can derive contours from a grayscal displacement map and then loft accordingly | 22:10:17 | |
* What also cones to my mind it's similar to how architects work with typography, it's either a gray-scale displacement map or it's a set of contours that you they loft in succession until you have a complete surface to work with Maybe you can derive contours from a grayscal displacement map and then loft accordingly | 22:10:30 | |
If you export a displacement map from e.g. blender what file format would it be in? It seems like they are a raster format? Or am I wrong about that? | 22:20:08 | |
afaik displacement maps are 2D, and they’re wrapped around whatever 3D surface you’re applying them to. they’re also much more relevant to mesh-based modeling than to BPEP modeling, which is what CQ/b123d do | 22:23:41 | |
My emboss (https://cq-warehouse.readthedocs.io/en/latest/extensions.html?highlight=Emboss#extensions_doc.Face.embossToShape) works close to that, wrapping a 2D shape around a 3D object. But it isn’t really a displacement map. | 22:26:21 | |
10 Dec 2023 | ||
Yeah it is raster But as a workaround I'm wondering if you can vectorize it (like a posterize effect) and get contours from that which you can then loft I'm suggesting a possible workaround (not sure) but obviously yes working with real raster displacement maps would be the best way to go And yes a displacement map is 2D representation wrapped over a 3D surface | 07:20:59 | |
True but still is quite nifty useful feature for creating 3D detail with less effort Like varying scratch marks , fur pattern, scale pattern, grip patterns or whatever that's not just a simple extrude It has its use cases I guess, it is a repeating pattern I guess it's better to code it In , but if it's a variable organic pattern that follows no real repeating order then displacement map is the easiest option | 07:26:15 | |
* True but still is quite nifty useful feature for creating 3D detail with less effort Like varying scratch marks , fur pattern, scale pattern, grip patterns or whatever that's not just a simple extrude It has its use cases I guess, if it is a repeating pattern I guess it's better to code it In , but if it's a variable organic pattern that follows no real repeating order then displacement map is the easiest option | 07:28:25 | |
08:52:05 | ||
11 Dec 2023 | ||
04:09:40 | ||
16:02:26 | ||
17:02:14 | ||
Hi, for the Workplane.revolve function, can anyone explain what the axisStart and axisEnd mean conceptually? | 17:06:19 | |
When you revolve you revolve around an axis, axisStart and end defines 2 points that are the start and the end of the axis | 17:14:39 |