![]() ![]() It usually works best to set the min to 0 and adjust the max until you like the look. Now you can see the model clearly you can scrub the min ad max values to change the size of the cells. Check Preview and uncheck Inclusive Sel.Īt this point it is useful to turn off the color view by selecting Render>Colors>None. Next go to FIlters>Select>Select by Vertex Quality. If it is solid red you probably don't have enough mesh divisions to make a good Voronoi pattern. Check BackDistance and Preview and you will see your Voronoi mesh appear in red. Select Filters>sampling>Voronoi Vertex Coloring. You don't have to look at your seeds, but it is a good idea to see how dense they are because this will determine the look and detail of your final model. Now Suzanne should look like she needs a shave. Hold the alt key and roll your scroll wheel and it will make the selected points larger so you can see them clearly. The dialog will close but you won't notice much change on the monkey. Set it for around 200 samples and click apply. The other settings might produce interesting effects, but I haven't tried all the combinations. This gives us our number of seeds which will translate to the number of holes in our final model. The only thing we care about here is the number of samples. Thanks fellas, whatever "Blue Noise" means. It actually tells you whose dissertation the algorithm is based on. The dialog box which comes up will let you know that Meshlab is not your ordinary software. Select Filters>Sampling>Poisson-Disk Sampling. You can left click and drag to reposition your model for a nice view but Suzanne doesn't really look like she cares. Now boot Meshlab and File>Import Mesh your Suzanne into the picture. Go to the file menu, select export>STL and save your beefed up Suzanne. Four subdivisions will give us about 250,000 triangles which is perfect for our purposes. Think of it like moving from Minecraft to a Pixar movie Beware that each subdivision quadruples the number of triangles in the mesh, and quadruples the memory requirements. Before your very eyes Suzanne will change from a rough angular low-poly cartoon monkey to a smooth and elegant high-poly cartoon monkey. While watching your monkey increase the number of view subdivisions. From the properties panel select the modifiers menu and select sub division surface. Now your basic Suzanne is made up of less than 1000 triangles and that isn't nearly enough for our purposes so we will need to subdivide them. Clicking once should give you a little monkey on the middle of your screen Hit the decimal point on your numeric key pad, followed by the 1 on the numeric keypad and your view should zoom in. What's that, you didn't know monkey was a geometric shape? Its kind of a Blender tradition. Select the create tab and scroll down past the cube, the sphere, the cylinder, and all the other familiar primitive shapes until you get to to "monkey". The shape and density of the starting polygon mesh have a lot to do with the look of the final Voronoi mesh. In order to do this well we need to have a fairly fine mesh of polygons to work with. We will generate our seeds by randomly selecting points on the surface of our object and then generate Voronoi cells based on those seeds. It also makes it a lot less expensive if you are having it printed by a service like Shapeways. It also dramatically reduces the amount of material in a print which makes it quicker (if not necessarily easier) to print. The best thing to remember is that it makes a really cool pattern. Beyond that it gets into stuff involving lots of numbers and weird symbols and chalkboards full of writing that make my head hurt. Wave your magic wand and each dot (more properly called a seed) will generate a cell around itself consisting of every part of the surface which is closer to that seed than it is to any other seed. Take a surface (in this case the surface of our model) and scatter a bunch of dots on it. You will be glad to know that I don't understand the mathematical significance of this pattern, but it is pretty easy to understand the basics. The Voronoi diagram is named for Georgy Voronoy, a Russian mathematician who died in 1908 at the age of 40 (Useful info if you go to trivia night at a very geeky pub). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |