[Bf-funboard] Bézier-based geometry

Howard Trickey howard.trickey at gmail.com
Mon May 28 21:37:05 CEST 2018


Sounds like the approach of Hash Animation:Master
<https://www.hash.com/home-1-en>.

On Mon, May 28, 2018 at 2:51 PM Gustav Ekenberg <gustav.ekenberg at gmail.com>
wrote:

> Hi,
>
> I’ve had this idea in the back of my head ever since I started playing
> around in Blender. Maybe this feature already exists in some form, perhaps
> as a feature in some other 3D modelling application or as an add-on to
> Blender. In that case I would really like to know about it.
>
> Coming from the 2D world of Inkscape and Adobe Illustrator, I’m used to
> working a lot with Bézier curves, so what I am proposing is something like
> Bézier-based 3D geometry I guess.
>
> I know we can do Bézier curves in Blender already, but as far as I know
> they are used mostly for stuff like movement lines, tubes and loops. The
> feature I would like to see is more like an alternative to how we model
> objects today. Alongside the common way of doing things, working with
> straight edges and then perhaps choosing the smooth shading option, I’m
> suggesting a feature that lets users build objects using Bézier curves from
> the ground up.
>
> I think there would be a huge increase in productivity working this way, at
> least in some cases. As you can see in these mockups, much fewer Bézier
> vertices are needed in many cases, even if you count the handles:
>
>
> A standard UV sphere (right) consists of 514 vertices, while its Bézier
> counterpart (left) would use only 6. (30 if you count all the handles).
>
>
> These two cones would look the same rendered but the standard one to the
> right uses 33 points while the Bézier one to the left uses only 5. (14 if
> you count the handles). The top point needs to be marked smooth I think,
> otherwise the shape will gradually transition into a sharp point with
> corners.
>
>
> Here are two tori. Again, they would look more or less the same rendered
> but the one to the right uses 576 vertices while the Bézier one to the left
> would need only 16 vertices. (64 if you count the handles).
>
> For objects with straight edges, like a plane, a cube or an ico sphere, the
> number of vertices would be the same.
>
> The benefit of having fewer vertices to start out with is of course that it
> makes it easier the change to overall shape of the object, adding more
> detail as you progress.
>
> Maybe this idea already has been considered and discarded, maybe it’s too
> difficult to implement for some reason or maybe it’s computationally
> expensive, but from a user standpoint I think it would be a really neat way
> of modelling 3D objects. Anyway, please let me know what you think!
>
> Best regards,
> Gustav Ekenberg
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