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Add x/y/z jitter sliders that add a wee bit of randomization to the offset.
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t
thinsoldier
29 Jun 2020
11 Comments
g
g3ntile
This is how jittered arrays work today in Lightwave (with radial array option yay!). Just to illustrate how it works to people that don't see the point in this option:
I think it's good design to have tools that are simple and can be combined with others to do more powerful things, rather that monster features that do many things but don't work with other features. But it's a trade off, I'd rather streamlined UX for specific use cases be in optional plugins to prevent bloat.
Not saying Lightwave's array is quite like that or this specific feature wouldn't be good in stock Blender, but it's something to watch out for.
g
g3ntile
*
@jtxt
* Check the dupli method i mentioned in another reply.
I don't think that a few x y z fields will bloat the interface. Besides, with the new "subpanel" feature in modifiers (2.90) this feature can be hidden by default.
OTOH, another interesting feature of LW's array is the ability to have copies in x,y and z, so you can create 3 dimensional array from just one interface. Having 3 array modifiers just to do that DOES really bloat the interface.
Just trying to improve things here. I think this feature would be awesome to have.
j
jtxt
Would the jitter accumulate for each iteration, or jittered from where that clone would have been with no jitter? or both? what about rotations? I see the potential of bloat for a limited use case.
If I had to do this today, I would use dupliverts or animation nodes.
To me, it's better to have powerful basic features that can be reused and combined in new ways.
t
thinsoldierAuthor
*
@jtxt
* Watched some animation nodes videos yesterday and it would probably be best if some kind of "jitter objects" and "jitter verts" modifiers were added individually (and become nodes in the future).
The vector wiggle animation node handled location and rotation and scale.
g
g3ntile
*
@jtxt
* It's not that complicated. I remember Lightwave having that feature since forever. It just "jitters" the expected position and/or rotation in either x,y or z. It isn't that complicated. Of course its not cumulative.
Nothing in nature gets aligned the way it gets in an array modifier, no matter how hard you try, so it's a really useful feature.
To replicate that feature right now you have to:
1 create some fake geometry
2 apply the array to the fake geometry
3 apply a displace modifier to that fake geometry after the array
4 create a texture for the displacement and tweak it
5 parent the to-be-arrayed real geometry to the fake geometry
11 Comments
This is how jittered arrays work today in Lightwave (with radial array option yay!). Just to illustrate how it works to people that don't see the point in this option:
youtu.be/dgCewpx2qD8
this can be scripted so it should be possible inside blender. perhaps later with everything nodes project it be possible too.
Perhaps this would be a nice feature. Here's ways to do this with current tools: blender.stackexchange.com/questions/73072/randomization-of-the-array-modifier youtube.com/watch
I think it's good design to have tools that are simple and can be combined with others to do more powerful things, rather that monster features that do many things but don't work with other features. But it's a trade off, I'd rather streamlined UX for specific use cases be in optional plugins to prevent bloat.
Not saying Lightwave's array is quite like that or this specific feature wouldn't be good in stock Blender, but it's something to watch out for.
* @jtxt * Check the dupli method i mentioned in another reply. I don't think that a few x y z fields will bloat the interface. Besides, with the new "subpanel" feature in modifiers (2.90) this feature can be hidden by default. OTOH, another interesting feature of LW's array is the ability to have copies in x,y and z, so you can create 3 dimensional array from just one interface. Having 3 array modifiers just to do that DOES really bloat the interface. Just trying to improve things here. I think this feature would be awesome to have.
Would the jitter accumulate for each iteration, or jittered from where that clone would have been with no jitter? or both? what about rotations? I see the potential of bloat for a limited use case. If I had to do this today, I would use dupliverts or animation nodes. To me, it's better to have powerful basic features that can be reused and combined in new ways.
* @jtxt * Watched some animation nodes videos yesterday and it would probably be best if some kind of "jitter objects" and "jitter verts" modifiers were added individually (and become nodes in the future).
The vector wiggle animation node handled location and rotation and scale.
* @jtxt * It's not that complicated. I remember Lightwave having that feature since forever. It just "jitters" the expected position and/or rotation in either x,y or z. It isn't that complicated. Of course its not cumulative. Nothing in nature gets aligned the way it gets in an array modifier, no matter how hard you try, so it's a really useful feature. To replicate that feature right now you have to:
1 create some fake geometry
2 apply the array to the fake geometry
3 apply a displace modifier to that fake geometry after the array
4 create a texture for the displacement and tweak it
5 parent the to-be-arrayed real geometry to the fake geometry
6 enable dupliverts on the fake geometry
I think the feature is a huge time saver
* @jtxt * This is how it works in LW (btw, radial array would be another huuuge time saver): docs.lightwave3d.com/display/LW2018/Array
yesss
48/5000 It would be nice if that was included along with this: blender.community/c/rightclickselect/Rkdbbc/
and with this arrangement I post: blender.community/c/rightclickselect/jPdbbc/