!trPFMasOMDqcwYBXEy:matrix.org

CadQuery

804 Members
https://github.com/CadQuery/cadquery9 Servers

Load older messages


SenderMessageTime
7 Dec 2023
@_discord_792386763833212949:t2bot.iomr.gh0s7 changed their display name from mr.gh0s7#0 to mr.gh0s7.20:01:43
8 Dec 2023
@yarikoptic:matrix.orgyarikoptic 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
@_discord_896482168103125002:t2bot.ioroger_maitland You could project the SVG onto an irregular shape. 01:03:43
@_discord_209043174960660490:t2bot.iojernd Google the filename and it should come up import_svg('wood-grain-texture-6830.svg') 01:28:39
@_discord_515832171047550976:t2bot.iofelix.haeberle 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
@_discord_896482168103125002:t2bot.ioroger_maitland 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
@yarikoptic:matrix.orgyarikopticFWIW https://www.reddit.com/r/3Dprinting/comments/q2qgfw/today_i_learned_how_to_add_a_realistic_wood_grain/ looks pretty good to me21:09:06
9 Dec 2023
@_discord_515832171047550976:t2bot.iofelix.haeberle Ok, that's great to know- Thanks roger_maitland and yarikoptic 07:47:06
@_discord_127042246922076160:t2bot.io.dennisthemenace Wow you guys are legendary 21:51:15
@_discord_127042246922076160:t2bot.io.dennisthemenace 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
@_discord_127042246922076160:t2bot.io.dennisthemenace * 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
@_discord_127042246922076160:t2bot.io.dennisthemenace * 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
@_discord_127042246922076160:t2bot.io.dennisthemenace * 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
@_discord_209043174960660490:t2bot.iojernd 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
@_discord_127042246922076160:t2bot.io.dennisthemenace 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
@_discord_127042246922076160:t2bot.io.dennisthemenace 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
@_discord_127042246922076160:t2bot.io.dennisthemenace * 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
@_discord_127042246922076160:t2bot.io.dennisthemenace * 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
@_discord_209043174960660490:t2bot.iojernd 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
@_discord_565948985630785578:t2bot.iobarnabyw 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
@_discord_896482168103125002:t2bot.ioroger_maitland 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
@_discord_127042246922076160:t2bot.io.dennisthemenace 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
@_discord_127042246922076160:t2bot.io.dennisthemenace 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
@_discord_127042246922076160:t2bot.io.dennisthemenace * 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
@_discord_121129249531756545:t2bot.ioakil joined the room.08:52:05
11 Dec 2023
@_discord_187407503460532224:t2bot.ioralith joined the room.04:09:40
@_discord_309408702530846730:t2bot.iomatrix-t2bot changed their display name from Cadquery Matrix Bridge Bot to matrix-t2bot.16:02:26
@_discord_693616433275469895:t2bot.iodkatelin joined the room.17:02:14
@_discord_693616433275469895:t2bot.iodkatelin Hi, for the Workplane.revolve function, can anyone explain what the axisStart and axisEnd mean conceptually? 17:06:19
@_discord_186253289476587521:t2bot.ioJojain 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

There are no newer messages yet.


Back to Room ListRoom Version: 6