Check later posts by TL for working plugin...
Check later posts by TL for working plugin...
Last edited by dream; 09-09-2015 at 14:35.
Kudos for your work dream! I tried doing dxf export from Sketchup a few months ago, but it didn't go so well.
Free sketchup can't export a view, only the object to dxf I think I used. Fair enough.
Ildasos is able to convert it (make sure optimization is off) to ilda object or ilda frame, and laserboy could rotate it but I think I had issues with zoom or something. But you just end up with too many faces on objects once projected. It might be possible to use them with a clipping plane to cut off the back half, but still there was enough optimization that would need to be done on what I had it would be easier to trace it from an image.
Blender export with means to get to ilda could possibly be a way to get results like the killer Pangolin plugin for 3dsmax. That would be killer!
I've an dxf exporter based on the svgwriter ready for months, but was just too lazy for a nice GUI around it.
ILD SOS even supports color gradients on lines and the "sample raster" should also work with svg files.
I think I could add a GUI around this the next days/weeks, so it's easier to use. Currently I'm editing my export script for the various options
the vector renderer from Blenders provides.
Thomas
Color gradients are simply a colorfade from one to another color.
I've just tested the sample raster function with svg files and it really doesn't work...
Currently the script is really messy, it was done in a few minutes based on my previous work with blender and dxf files.
Give me some time to clean this a little up... ;-)
Out of interest, what bugs did you encounter in the original svg script?
This can't be possible, since the rendere can only transform objects with surfaces to lines...It's also pity that this renderer ignores points and lines that aren't part of a polygon. I wanted to create some line abstracts but ended up with nothing. I've thought of a workaround but it doesn't work for all shapes, only works with orthogonal camera and produces dublicate vertices.
Regarding freestyle scripting, it's virtually nowhere documented... This is also my problem regarding the GUI options for the dxfWriter...
so here is the dxfWriter for Blender.
Download
Just copy it to the Blender/scripts/freestyle/style_modules/ directory and assign it as style module in Blender.
It respects the percentage scale for rendering and does proper frustum culling. Currently it doesn't support RGB colors,
instead it maps the rendered colors to the standard dxf palette. But I think this isn't a big problem, since ILD SOS can overlay
the colors from the rendered images...
Currently no GUI is provided for the writer for controlling which edge types are exported. But I'm working on this.
I'm currently using the dxfWriter in one Layer and other Layers for the various freestyle rendering options.
All I have to do is rendering twice, one pass for writing the dxf files and one pass for the bitmap files.
Afterwards both are combined with ILD SOS. To help ILD SOS use a relative thick line in freestyle for rendering.
Here's a small example including shading (not testet on a real preojector, but should display ok).
Only Blender and ILD SOS were used...
Objects inside Blender:
ILD SOS:
Nice work both! Looking forward to what comes off this...
There are few problems in my opinion:
1) as this had to be done in pythons, it would be very slow
2) we would have to uses the same 3d to 2d algorithm as blender internal and decide afterward which points/lines are visible due to objects behind other objects etc.
maybe there is another solution for this...
It does use a approximated color at the moment, it can be changed easily, it's only a question of time...
I'm really curious about your results...
I will put it on my web page...
Thomas
suppose you're thinkin' about a plate o' shrimp. Suddenly someone'll say, like, plate, or shrimp, or plate o' shrimp out of the blue, no explanation. No point in lookin' for one, either. It's all part of a cosmic unconciousness.
Nice work. In the ilda file posted in 11 above, it appears that the corner sensitivity is a little too high, or some other little bug, as occasionally a non-corner edge is drawn inside the wheel and on its side. Other than that, it's good progress and with the faster render times I look forward to trying this again sometime.