WIP: Geometry Nodes: new Bridge Curves node #114014

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Jacques Lucke wants to merge 4 commits from JacquesLucke/blender:bridge-curves into main

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The Bridge Curves node creates faces between pairs of curves, similar to how the bridge edges operator works in mesh edit mode.

image

The node does not compute any new point positions, it only uses the evaluated points of the given curves.

  • Bridging curves with the same number of points results in quads only.
    image
  • If there are different point amounts, some triangles are generated.
    image
  • Multiple curves in the same group create a single mesh island (unless there are curves with no evaluated points). The order is determined by the Weight input, similar to the Points to Curves node.
    image
  • Enabling the Cyclic input also generates a bridge between the last and first curve in each group.
    image
  • Single point curves result in triangles only.
    image
  • Single point curves can also be used to create end-caps.
    image

Use Cases:

  • Loft Curves. This is not the same, because usually lofting creates a smooth subdivided mesh, which this node does not.
  • Custom Curve to Mesh node, e.g. with different profiles along the curves.
  • Custom primitive generation. Many of our existing mesh primitives could be build with this: Grid, Cube, Cylinder, Cone and UV Sphere. It can also be used to build a torus.
  • Generate individual triangles and quads.

TODO:

  • Take groups/weight inputs into account.
  • Optimize.
  • Maybe add an option to add end caps when Cyclic is turned on.
The `Bridge Curves` node creates faces between pairs of curves, similar to how the bridge edges operator works in mesh edit mode. ![image](/attachments/0d34c1be-ada9-4bfe-9ce8-da14f8707b4b) The node does not compute any new point positions, it only uses the evaluated points of the given curves. * Bridging curves with the same number of points results in quads only. ![image](/attachments/2f87e6b0-ae69-472f-976f-2fd78bc017f4) * If there are different point amounts, some triangles are generated. ![image](/attachments/6a4ec851-6837-43a1-b0f3-9166f0884e89) * Multiple curves in the same group create a single mesh island (unless there are curves with no evaluated points). The order is determined by the `Weight` input, similar to the `Points to Curves` node. ![image](/attachments/161bb839-4d0b-4131-806e-c27587decab0) * Enabling the `Cyclic` input also generates a bridge between the last and first curve in each group. ![image](/attachments/c1942d70-7de1-452b-9f4e-49fbdf73bc29) * Single point curves result in triangles only. ![image](/attachments/7314ea92-2cfa-4cef-834b-da136501425b) * Single point curves can also be used to create end-caps. ![image](/attachments/ba56e6c2-aca2-46a9-b73c-769584a9b88a) Use Cases: * Loft Curves. This is not the same, because usually lofting creates a smooth subdivided mesh, which this node does not. * Custom `Curve to Mesh` node, e.g. with different profiles along the curves. * Custom primitive generation. Many of our existing mesh primitives could be build with this: Grid, Cube, Cylinder, Cone and UV Sphere. It can also be used to build a torus. * Generate individual triangles and quads. TODO: * Take groups/weight inputs into account. * Optimize. * Maybe add an option to add end caps when `Cyclic` is turned on.
Jacques Lucke added 2 commits 2023-10-21 21:23:25 +02:00
Jacques Lucke added 2 commits 2023-10-21 21:56:23 +02:00

Now, with screenshots, i see that would be useful node!
Not sure about lack of that features, but what do you think:

  • Density/detail input per each point to have better control over bridge topology (or that could be separate kind of resample curve node (just in this case, we still have lack of ability to create triangles in a middle of curve)).
  • UV output (Without that info users can't create uv after Curve to Mesh node right now. For this node, output can be added from the begin?).
Now, with screenshots, i see that would be useful node! Not sure about lack of that features, but what do you think: - Density/detail input per each point to have better control over bridge topology (or that could be separate kind of resample curve node (just in this case, we still have lack of ability to create triangles in a middle of curve)). - UV output (Without that info users can't create uv after Curve to Mesh node right now. For this node, output can be added from the begin?).
This pull request has changes conflicting with the target branch.
  • source/blender/blenkernel/BKE_node.h

Checkout

From your project repository, check out a new branch and test the changes.
git fetch -u bridge-curves:JacquesLucke-bridge-curves
git checkout JacquesLucke-bridge-curves
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Reference: blender/blender#114014
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