This Blender addon introduces four nodes that can be used both in Sverchok and in Animation Nodes: BlendLinkX, MeshViewer, MeshConnector, DelaunayConnector. As for BlendLink, certain refinement operations works in BlendLink and in these MeshServices if and only if you have installed the package scipy in Blender Python. Please Google for PipBlender to find help on how to install python packages in Blender. PipBlender is another addon working with BlendBridge. If you want to try PipBlender with Sverchok to install scipy follow the web presentation here .
This node is a rearranged version of the node introduced by the addon BlendLink. Information about BlendLink can be found here. You can find here a web tutorial for BlendLinkX(works only with Blender 2.80).
The node BlendLinkX simply receives as input lists Pi and SWs instead of the parameters Sw1, P1, P2, etc. that are used in BlendLink. Lists for Pi and SWs can be of any length and in Python code they are simply accessed by variables P1,P2, Sw1 etc. BlendLink has a limitation to six patameters from P1 to P6. With BlendLinkX also P10 can be used if ten parameters are needed. The rationale for linking parameters with their use in Python is the same as in BlendLink (see section The BlendLink API here. BlendLinkX API is actually a little more fault tolerant w.r.t. BlendLink API and you can try to see if your parameter passing style is supported. The general rule of thumb is that, whenever a parameter is required in the Python configuration code, then it must be supplied to the BlendLinkX node in the (Sverchok|AN) net. On the other hand if, for instance, the input SWs is not connected then, in the Python code parameters Sw1 and Sw2 must not be used. This folder contains both .blend and .json files for some examples of some nets using BlendLinkX node. We recall that .json files can be loaded within a Sverchok net and .blend files can be loaded directly into Blender.
This node show a mesh with vertex colours or with uv mapped textures. It can be used to display the output of nodes in the BlendBridge family. You can find here a web tutorial for MeshViewer used with BlendLink(works only with Blender 2.80).
This node is a rearranged version of the node introduced by the addon BlendLinkX. You can find here a web tutorial for MeshConnector(works only with Blender 2.80). W.r.t. BlendLinkX a couple of parameters are added, namely '#Refines' and 'Feedback'. BlendLink and BlendLinkX nodes refine the input mesh until some condition is met. This node do the same whenever #Refines=-1. If some positive number is assigned to this parameter then this limit the number of iterations the refinement uses. See this document for details on how refinement cycles are defined. Whenever something in input parameters changes the refinement cycle restart from the scratch. If the parameter Feedback is set to True, then the refinement starts from the last results obtained, if any. Note that refinement results are different if, for instance, we perform six refinement cycles or if we perform three cycles and then check Feedback and perform three more cycles. This is due to some subtleties in the definition of refinement goals. See this document for details.
For instance one can ask for six refinement runs with the goal of bringing average edge length below 10% of its initial value or two pipelined runs of three refinement cycles with the same requierement. Obviously the second run will set out for a much smaller edge length, i.e. 10% of the average value after the
second run, seeking for a reduction to, approximatively, 1% of the initial value. Note that MeshConnector node asks for a UVGrid parameter and do not have a Div parameter. Indeed the MeshConnector node starts its refinement process from a meshobtained sampling the parametric surface on a possibly non uniform grid that is passed into UVGrid. This is transparent for the user of the BlendLink (BlendLinkX) node since these nodes, either upon refinement or not, returns the grid upon which the parametric surface is sampled, to get the mesh in the output.
This node takes as input a cloud of vertexes in the unit square [0,1]x[0,1] and gives the Delaunay triangulation for them. Actually parameter 'UV Grid' takes a list of lists of three elements, the third element is ignored. You can find here a web tutorial for DelaunayConnector(works only with Blender 2.80).
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