[Bf-funboard] B?zier-based geometry

Gustav Ekenberg gustav.ekenberg at gmail.com
Tue May 29 19:14:19 CEST 2018


2018-05-29 12:00 GMT+02:00 <bf-funboard-request at blender.org>:
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> Today's Topics:
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>    1. B?zier-based geometry (Gustav Ekenberg)
>    2. Re: B?zier-based geometry (Howard Trickey)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 28 May 2018 20:51:17 +0200
> From: Gustav Ekenberg <gustav.ekenberg at gmail.com>
> To: bf-funboard at blender.org
> Subject: [Bf-funboard] B?zier-based geometry
> Message-ID:
>         <CAG+AU-SWhV6-vLmv2S_su6dTXkzQoj27S9jxhDGCzegBmfTo2g at mail.gmail.com>
> Content-Type: text/plain; charset="UTF-8"
>
> 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 B?zier curves, so what I am proposing is something like
> B?zier-based 3D geometry I guess.
>
> I know we can do B?zier 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 B?zier 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 B?zier
> vertices are needed in many cases, even if you count the handles:
>
>
> A standard UV sphere (right) consists of 514 vertices, while its B?zier
> 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 B?zier 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 B?zier 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
>
>
> ------------------------------
>
> Message: 2
> Date: Mon, 28 May 2018 15:37:05 -0400
> From: Howard Trickey <howard.trickey at gmail.com>
> To: "Discuss Blender's functionality." <bf-funboard at blender.org>
> Subject: Re: [Bf-funboard] B?zier-based geometry
> Message-ID:
>         <CAEZbzg4YCDimeYTwY7Zov+4atfTDh=3QorXbbfBSewxZbqsWNg at mail.gmail.com>
> Content-Type: text/plain; charset="UTF-8"
>
> 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 B?zier curves, so what I am proposing is something like
> > B?zier-based 3D geometry I guess.
> >
> > I know we can do B?zier 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 B?zier 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 B?zier
> > vertices are needed in many cases, even if you count the handles:
> >
> >
> > A standard UV sphere (right) consists of 514 vertices, while its B?zier
> > 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 B?zier 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 B?zier 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
> > _______________________________________________
> > Bf-funboard mailing list
> > Bf-funboard at blender.org
> > https://lists.blender.org/mailman/listinfo/bf-funboard
> >

Cool! I’m glad to hear that it exists an application like this. Thanks a lot!


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