[Bf-funboard] Bézier-based geometry

Aaron Carlisle carlisle.b3d at gmail.com
Tue May 29 15:28:36 CEST 2018


I think you are looking for the surface objects:
https://docs.blender.org/manual/en/dev/modeling/surfaces/index.html

On Mon, May 28, 2018 at 3:37 PM Howard Trickey <howard.trickey at gmail.com>
wrote:

> 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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> > Bf-funboard at blender.org
> > https://lists.blender.org/mailman/listinfo/bf-funboard
> >
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-- 
Aaron Carlisle

Project administrator for the Blender 3D Documentation Project
Email: carlisle.b3d at gmail.com
Website: https://blendify.github.io


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