Update on Hyperbolic Tiling with Sverchok
At the request of a reader, I’ve updated my Sverchok node for making hyperbolic tilings in Blender. There’s now a “Script Node Lite” node that works with the latest versions of Sverc...
At the request of a reader, I’ve updated my Sverchok node for making hyperbolic tilings in Blender. There’s now a “Script Node Lite” node that works with the latest versions of Sverc...
I was working with abstract sculptures in Blender based on polyhedra and was getting annoyed that the Regular Solids (part of the Extra Objects add-on) still divides polyhedron faces...
I tend toward making more abstract than realistic images with Blender. A while back I played with the Ivy Generator addon and so got interested in the underlying procedural algorithm...
I've been working on some code to automatically translate the original eisenscript files used by Struture Synth into the eisenxml used by the Generative Art node in the Sverchok addo...
Penrose tilings are an interesting group of tilings that have no translational symmetry but are self-similar on different scales. One method to construct them is using substitution, ...
The changes and improvements I made to the Generative Art node for Sverchok mean some of the examples from earlier blog posts need some updates. I've include the updated examples in...
This post is hopefully the first in a series of examples and demos for the Generative Art node for the Sverchok addon for Blender. This node is very strongly based on Structure Sy...
I've made some changes and improvements to the Generative Art node in Sverchok. This node uses a simple xml file to define a set of rules to produce geometry. This node is very stron...
The grid of cells and list of links used as the data structure for 2D mazes by Jamis Buck's in his book "Mazes for Programmers" can be replaced with a mesh object where the vertice...
The same backtracking algorithm that produces 2D mazes can be used to produce three dimensional mazes. All that's needed is to set up the cells in the grid with an extra dimension an...
The game levels that can be produced by the Generative Art Sverchok node in Blender are lots of fun to explore but there's nothing to stop them producing overlapping paths like this:...
While playing around texturing the hyperbolic football from the previous post I discovered this technique for painting hyperbolic tilings directly in Blender. Download the hyperboli...
In a previous post I explained the shape of planes, spheres, and hyperbolic planes in terms of hexagons arranged around either another hexagon (plane), a pentagon (sphere) or a hepta...
When I wrote my Shaders for Sverchok 02 - Vertex Colors post, I used a small piece of python code to assign the vertex colors. Sverchok now has a "Vertex Colors" node and I'll now sh...
These videos by John Edmark of what he calls bloom spheres inspired me to try something similar in Sverchok. Edmark has designed and 3D printed forms that when spun under a strobe li...
Update: This lsystem/Structure Synth code has now (March 2016) been incorporated into the Sverchok Generative Art node. See the updated examples and the node docs I was testing a pu...
Update: This lsystem/Structure Synth code has now (March 2016) been incorporated into the Sverchok Generative Art node. See the updated examples and the node docs The old windows 3D...
Hyperbolic Planes If you cut out a large number of paper hexagons, you can arrange 6 hexagons around a central hexagon and form a honeycomb tiling of the plane. The plane has zero c...
Update: This lsystem/Structure Synth code has now (March 2016) been incorporated into the Sverchok Generative Art node. See the updated examples and the node docs In the previous tw...
Update: This lsystem/Structure Synth code has now (March 2016) been incorporated into the Sverchok Generative Art node. See the updated examples and the node docs In the previous po...
Update: This lsystem/Structure Synth code has now (March 2016) been incorporated into the Sverchok Generative Art node. See the updated examples and the node docs After using the "M...
This is the third of my Shaders for Sverchok tutorials. They follow on from my Simple Sverchok series. The Shaders for Sverchok posts are mostly about Blender Cycles Materials and ho...
This is the second of my Shaders for Sverchok tutorials. They follow on from my Simple Sverchok series. The Shaders for Sverchok posts are mostly about Blender Cycles Materials and h...
I've called this post Shaders for Sverchok and it follows on from my Simple Sverchokseries. It's mostly about Blender Cycles Materials and how I apply them to my Sverchok models rath...
This is part five of my introduction to Sverchok the parametric node geometry add-on for Blender. Other parts can be found here So far we've used various nodes to produce list of ma...
This is part four of my introduction to Sverchok the parametric node geometry add-on for Blender. This post I'm sticking to my theme of copying one object to the structure (either th...
The first two posts (01, 02 ) in this gentle introduction to Sverchok covered copying objects to the centers of polygons and scaling the copied objects according to some pattern. In...
My previous post introduced some of the basic concepts of Sverchok via the "Centers Polygons" node. Here we'll try to gradually increase the complexity of our node diagram to do som...
Sverchok is an add-on for Blender. It allows you to generate geometry in Blender in a parametric way by wiring visual nodes together rather than programming in Blender python. This ...