Apr 132011
 

Blender.org TrackerBA ThreadBlenderNation Article

UPDATE – 01.05.13 – v0.2.7
FIXES:
-Fixed the issue that prevented the addon from loading in Blender 2.63+. Also fixed a problem with the makeMeshCubes function.

UPDATE – 02.14.13 – v0.2.6
ISSUES:
-An API change has made the addon not load. It has something to do bpy.scene.context. I’ll look into it when I have a chance. Fortunately the script will still run as a regular script. If you want to use it, just use the .blend file below or just load it in the text editor and hit run.

UPDATE – 06.20.11 – v0.2.6
FIXES:
-Moderate speedup.
-Cubes output scale/loc corrected.
-Tooltips added.
NEW FEATURES:
-Container insulators: Arbitrary mesh shapes can be used as insulator/cloud objects. Still quite imperfect though. May slow down generation. Best for simple containers; bowl, cup, bottle. A spiral pipe would not work well. Must have rot=0, scale=1, and origin set to geometry.
-Mesh origin objects:. If the origin obj is a mesh, vert locations will be used as initial charges. However this will disable multi-mesh output. May slow down generation.

UPDATE – 05.08.11 – v.0.2.5
NEW STUFF:
-added ‘single mesh’ output option. use this mesh with build modifier to ‘grow’ lightning in animation.

If you find this really useful, please consider donating a little to the cause. Thanks!



I’m also grateful for bitcoin donations to: 1K5Yy77ejes2FZrHBG5fns3QAicnwZcduq

 

This is a partial implementation of the algorithm presented in the paper ‘Fast Simulation of Laplacian Growth’
and some concepts borrowed from Fast Animation of Lightning Using an Adaptive Mesh

It currently uses simplified spherical boundary conditions and calculates potential at candidate growth sites using FSLG-Eqn. 9
To be properly influenced by an environment map of charges and
allow artistic manipulation of growth patterns I will need to
implement FSLG-Eqn. 15, which I don’t fully understand yet.

As compared to the simulation times reported in the paper, there is no comparison. This is not fast. They report 2000 particles in 6 seconds. So far 1000 particles will take a few minutes.

A good chunk of the reason for the slowness is the weighted random choice function. Another big reason is it’s python not c. Probably the biggest reason is that I’m a hack and I barely cobbled this together so it’ll take time to get it optimized.

Anyway I think it’s better than making lightning by hand, or at least might give you a good base mesh to mess with. So it might be useful to someone. I’ll keep working on it.

DIRECTIONS:
you can use the example .blend file or load as an addon.

BLEND FILE:
-Download .blend* file, instructions in file. *right-click, save-as [works with Blender 2.5 - 2.62]
-Download .blend* file, instructions in file. *right-click, save-as [works with Blender 2.63+]

ADDON:
-Download script (object_laplace_lightningv026.rar) [this version of the addon only works with Blender 2.5 - 2.62]
-Download script (object_laplace_lightningv027.zip) [this version of the addon works with Blender 2.63+]
-Uncompress, Place in in Blender ‘addons’ folder:
Blender install folder/2.6x/scripts/addons/
-Enable addon
UI will be in >View3D>Tool Shelf>Laplacian Lightning (object mode)

-Hit ‘generate’ – try w/ defaults

-Play with the settings, try again.

iterations – how many times to run loop (number of particles) grid unit size – size of a ‘cell’ in BU
straighness – user variable to control branchiness/straighness
start charge – origin point
use ground charge plane – hacky method of simulating lightning strike. Terminate loop if lightning hits ‘ground’.
ground Z co – z coordinate of ground plane
ground charge – charge of ground plane
mesh, cube, voxel – visualization outputs
mesh – creates vert/edge mesh from data
cube – creates cube objects from data
voxel – creates a 64x64x64 voxel data file from data outputs to ‘FSLGvoxels.raw’ (experimental)

Hope you enjoy. Send me a link to some renders if you use it! Especially if you get >10,000 particles.

Apr 122011
 

I started on a script to allow real time mocap in Blender via. a socket connection to Brekel Kinect

I got it about 60% working. The problem is bizarre. Legs, torso, and head track fine, but shoulder and elbow rotations are completely out of whack.

I posted asking for help on Blender Artists and didn’t get any responses.

Got side-tracked on some other things but I thought I’d stay up-to-date and post what I have here in case it’s just what you’re looking for, or close enough to get you on the right track. If so- let me know how it goes!

Here’s the .blend file.

Just run Brekel-Kinect (I use v.40) and turn NITE tracking on. Then load this .blend and run the game (‘P’) (make sure GAMEempty BOOL game property is ‘FALSE’ or server will not start)