just another web log

15 Aug 2018:
auto smoothing experimentation causes disabling correct reporting
Roar Raspberry Pi HiRes project. The next stumble in trying to collate all the component Meshes and make a single MASTER MESH!

So it turns out that Plane.005 is in fact the Mesh that underlines the HDMI connector that is helpfully named hdmi connector...

But rather boringly Plane.005 and Plane,Plane.006,Plane.009,Plane.015 have the Auto Smooth set to 30° which is the default.

That is rather odd, because I found 86 that have the Auto Smooth set to 180°. I have verified this correct, 86 Objects that have a value set but is not enabled!

Judging by the spot check showing they are mostly Solder blobs I am guessing I duplicated one when I was experimenting with Auto Smooth. Obviously the default setting is just too good.

This may mean I can join everything then set it Smooth and add Auto Smooth, with the default 30° setting :)
15 Aug 2018:
attempted smooth attack with a blender pi
Moar Raspberry Pi HiRes project. The next step in trying to collate all the component Meshes and make a single MEGA MESH!

So we have applied all the Modifiers now we need to find all the Smooth/Flat shading and the Auto Smooth amounts.

Time for some coding
import bpy, math

def is_smooth(polys):
    for poly in polys:
        if not smoothed:
            smoothed = poly.use_smooth
    return smoothed

for mesh in bpy.data.objects.data.meshes:
    print(mesh.name, is_smooth(mesh.polygons), mesh.use_auto_smooth)
    print("{:8.4f}".format(math.degrees(mesh.auto_smooth_angle)) )

402 results of which 28 are Flat shaded.

The mesh.name is not the object.name, so it's Cube.721 etc :(

Still the Auto Smooth angle seems consistently at 180°

But something is up because the number of Meshes reported with Smooth Shading and Auto Smooth is just five.

Need to think on this a bit.
15 Aug 2018:
de-modifing the pi with outliner
Back to business, Pi business that is, Raspberry Pi HiRes project. The next step is to collate all the component Meshes and make a single MEGA MESH!

Small problem, when I last tried this the Object settings got mashed up and things that were Flat shaded were Smooth and vice versa. Not to mention the Modifiers being lost, like the USB Mirror Modifier leaving half a port.

First things first, how many components are we talking?
import bpy

scene = bpy.context.scene

obj_active = scene.objects.active
selection = bpy.context.selected_objects

for obj in selection:

There are 13 main components, HDMI, USB etc and 183 smaller Meshes, resistors, capacitors etc.
(not going to list them all here)

Now I needed to get a list of all the Meshes with Modifiers and remove those modifiers.

Hmmm, Python would be able to find them but I wonder if...

In the Blender Outliner panel you can search by name and if you search for "Modifiers" it handily finds all the Modifiers attached to Meshes and expands the tree to show them!

Spent an hour or so just going through each one (over 100) applying the modifier and making sure nothing breaks.
09 Aug 2018:
mitigated a sticky mouse situation under the sun
My mouse melted, again (scroll to the bottom)!

At least this time it was not the rubber spontaneously giving up the ghost but the glue holding the rubber. But considering the similarities I do wonder if it was the glue on the Microsoft mouse last time.

Here I have my Cooler Master CMSTORM Devastator, which I dearly love due to its design and the fact it fits in my massive hands. The place your thumb rests is a rubber mat and a few days ago it looked like its bleeding a sticky transparent substance.

This ick was not water soluble and I do not have any alcohol based cleaners. Had to peel off the rubber and the scrub with soap and hot water and then the glue still put up a fight. Once dried I just super-glued it back on. This morning I tested my handy work and it works perfectly.

Small confession. We are currently experiencing an unusual prolonged heatwave here in the UK and after trying a mixture of blinds closed, windows opened I opted for blinds wide open and windows wide opened. In the hope that some of the trapped hot air would get replaced. Technically it worked but the sun would have been bearing down on my desk and ... you guessed it my mouse.

How do I know? The side away from the window that has the same rubber pad was not affected. I wonder what the operating temperature of the glue is/was...
09 Aug 2018:
lucky rigid bucket settle for proxy pis
OK that did work well, though I would love an opportunity to re-shoot, the camera moves a bit too fast.

Here is the same montage but only showing the blocks that were physically calculated. Meaning it was real-time.

Montage of 10 frames of proxy block objects falling into a bin of Raspberry pis

Here you can see that the Bucket, the Conveyor tray and the End roller are part of the physics simulation, all set as Passive. While the proxy Cube objects are spaced out over each other in the bucket.
Blender partial screenshot of the Rigid Body setup, Raspberry Pis falling off a conveyor belt

The Cubes in the bucket all settle out of the camera's view.

It was great when the Cube from the belt bounced around and ended up down the side of the Bucket. That was all pure luck!
06 Aug 2018:
fake pi real physics looks ok in miniature
That worked pretty well
Montage of 10 frames of a Raspberry pi 3d model falling into a bin of Raspberry pis

These frames were taken using the frame step set to 10, the samples set to 15 and the render size set to 25%. Because of the low settings they took about a minute each to render.

From that I could see the physics appears to work OK with each animated block being replaced by a Pi model.

Still got to wait until tomorrow to see the results, started rendering the 90 frames two days ago.

Once this is complete I can move on to the final must have pi renders, the Dali render. I have sketched it out but I have no idea how long it will take to model, to my specification.
04 Aug 2018:
blender physics cheat test in 5 4 3 2 1
OK so that is another FOUR seconds of video and it only took 5 days!

Next bit is a mix of pre-scripted animation and physics. The trick I will be trying out is to use the physics engine to animate some simple cubes then bake the animation and finally parent copies of the Raspberry Pi Hi-Res model to the basic cubes.

It will not match the contours of the Pi but I am confident it will not be obvious in the short clip. If necessary I can repeat the physics with more detailed meshes, think a flat cuboid with extrusions for the large USB/Ethernet ports.
loading results, please wait loading animateloading animateloading animate
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