Lightning/electric-arc mesh generator using laplacian growth. #27189

Closed
opened 2011-04-27 06:48:52 +02:00 by Thomas Eldredge · 15 comments

Project: Blender Extensions
Tracker: Py Scripts Contrib
Python: 3.2
Blender: 2.61
Author(s): teldredge
Script name: Laplacian Lightning Generator
Homepage: http://www.funkboxing.com
Wiki page: http://www.funkboxing.com/wordpress/?p=301
Category: Object
SVN Download: https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/object_laplace_lightning.py
Status: Buggy

%%%Features:
Uses a variation of DBM (Dielectric Breakdown Model) to simulate Laplacian growth.
Mainly used to create lighting and electric arcs but can also be setup to create other interesting shapes. Currently these arcs are not animated by the script but they can serve as a good starting point for many effects.

Setup:
copy object_laplace_lightning.py to /<Blender-Install-Folder/2.5x/scripts/addons/
enable addon in user prefs. (Object > Laplacian Lightning)
UI is in View3D > Tool Shelf > Laplacian Lightning (object mode)

Manual:
First Try:
press 'create setup objects'
press 'generate lightning'

Test File:
contains script and material/compositor presets for rendering lighting.

Options:
setup mainly involves the placement of the origin and ground/cloud. this defines a starting and ending point for the bolt/arc. insulator object can be placed to restrict growth in area of bounding. settings can be manipulated to tune the look of the bolt.

Settings:
iterations – maximum number of cells to create (more needed for larger structures)
grid unit size – size of a cell in BU (grid resolution)
straightness – user variable to control branchiness/straightness of bolt (2-10, 6.3 for lighting)
origin object - object to use a starting point
use ground object – object to use a ground plane. loop will terminate if bolt reaches this
ground charge – charge of ground plane
use cloud object – object to use a cloud. loop will terminate if bolt reaches this
ground charge – charge of each cell in cloud
use insulator object - lightning cannot travel through objects bounding box
mesh – create vert/edge mesh from data
cube – create cube objects from data
voxel – create a 64x64x64 voxel data file from data outputs to 'FSLGvoxels.raw'

Output:
default output is 'mesh'. this will create 3 meshes, one for main bolt, one for 'secondary' branches, one for 'tips'. in EXAMPLE file these are automatically assigned materials with varying EMIT settings for decent lighting effect. These can also be converted to curves and better material settings chosen.
cube and voxel output are mainly for testing and experimentation.%%%

**Project**: Blender Extensions **Tracker**: Py Scripts Contrib **Python**: 3.2 **Blender**: 2.61 **Author(s)**: teldredge **Script name**: Laplacian Lightning Generator **Homepage**: http://www.funkboxing.com **Wiki page**: http://www.funkboxing.com/wordpress/?p=301 **Category**: Object **SVN Download**: https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/object_laplace_lightning.py **Status**: Buggy %%%Features: Uses a variation of DBM (Dielectric Breakdown Model) to simulate Laplacian growth. Mainly used to create lighting and electric arcs but can also be setup to create other interesting shapes. Currently these arcs are not animated by the script but they can serve as a good starting point for many effects. Setup: copy object_laplace_lightning.py to /<Blender-Install-Folder/2.5x/scripts/addons/ enable addon in user prefs. (Object > Laplacian Lightning) UI is in View3D > Tool Shelf > Laplacian Lightning (object mode) Manual: First Try: press 'create setup objects' press 'generate lightning' Test File: contains script and material/compositor presets for rendering lighting. Options: setup mainly involves the placement of the origin and ground/cloud. this defines a starting and ending point for the bolt/arc. insulator object can be placed to restrict growth in area of bounding. settings can be manipulated to tune the look of the bolt. Settings: iterations – maximum number of cells to create (more needed for larger structures) grid unit size – size of a cell in BU (grid resolution) straightness – user variable to control branchiness/straightness of bolt (2-10, 6.3 for lighting) origin object - object to use a starting point use ground object – object to use a ground plane. loop will terminate if bolt reaches this ground charge – charge of ground plane use cloud object – object to use a cloud. loop will terminate if bolt reaches this ground charge – charge of each cell in cloud use insulator object - lightning cannot travel through objects bounding box mesh – create vert/edge mesh from data cube – create cube objects from data voxel – create a 64x64x64 voxel data file from data outputs to 'FSLGvoxels.raw' Output: default output is 'mesh'. this will create 3 meshes, one for main bolt, one for 'secondary' branches, one for 'tips'. in EXAMPLE file these are automatically assigned materials with varying EMIT settings for decent lighting effect. These can also be converted to curves and better material settings chosen. cube and voxel output are mainly for testing and experimentation.%%%
Author
Member

Changed status to: 'Open'

Changed status to: 'Open'

This task was automatically closed as archived as part of migration, because it was determined to be no longer active.

The authoritative list of addons is on the wiki, we no longer have a report for each addon to track bugs and updates. Bugs can be reported individually and assigned to the addon developers. See the #Addons project page for more information on the workflow.

This task was automatically closed as archived as part of migration, because it was determined to be no longer active. The authoritative list of addons is on the wiki, we no longer have a report for each addon to track bugs and updates. Bugs can be reported individually and assigned to the addon developers. See the #Addons project page for more information on the workflow.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Member

%%%hi & welcome to Blender Extensions%%%

%%%hi & welcome to Blender Extensions%%%
Author
Member

%%%updated script available (see wiki page)
slight speedup and added 'single mesh' output for use with build modifier.%%%

%%%updated script available (see wiki page) slight speedup and added 'single mesh' output for use with build modifier.%%%
Author
Member

%%%another script update -
http://www.funkboxing.com/wordpress/?p=301

now allows 'container' insulator shapes.%%%

%%%another script update - http://www.funkboxing.com/wordpress/?p=301 now allows 'container' insulator shapes.%%%
Member

%%%Hi,
Just a Reminder for people to Join the Mail List.
If you have not already, please visit this page:
http://lists.blender.org/mailman/listinfo/bf-extensions-cvs
& join the list.%%%

%%%Hi, Just a Reminder for people to Join the Mail List. If you have not already, please visit this page: http://lists.blender.org/mailman/listinfo/bf-extensions-cvs & join the list.%%%
Member

%%%marking for contrib%%%

%%%marking for contrib%%%
Member

%%%Moved from Py Scripts Upload to Py Scripts Contrib%%%

%%%Moved from Py Scripts Upload to Py Scripts Contrib%%%
Member

%%%adding to contrib.
thanks & Welcome.%%%

%%%adding to contrib. thanks & Welcome.%%%
Member

%%%assigned to teldredge%%%

%%%assigned to teldredge%%%
Member

%%%moved script to contrib
%%%

%%%moved script to contrib %%%
Member

%%%[canned response]

We gave you bf-extensions rights, read details at:


  • You can work on svn in contrib/ directory
See a help panel about svn here:
http://wiki.blender.org/index.php/Dev:Extensions/Sharing/SVN_Help
Don\'t forget to add a meaningful message at each svn commit
The password for svn is the same as the one you use to log in in this tracker.
  • We invited you to our commits mailing list
see http://lists.blender.org/mailman/listinfo/bf-extensions-cvs
Please subscribe, so that your commit mail will be sent to

subscribers instead of hanging on

You should have received a mail already about it, if not,

please leave a line here, thx!

  • Move your script in contrib/ directory in svn (if it's not
    there already)

  • We are assigning this script to yourself, so that you are
    responsible for maintenance.

Please click on "Monitor" to receive updates when people edit

your extension tracker page

  • Finally, we have moved this tracker page from the original
    location in "Upload", so check the tracker_url field and commit
    in bf-extensions

Thanks and welcome aboard! :)%%%

%%%[canned response] We gave you bf-extensions rights, read details at: - http://wiki.blender.org/index.php/Dev:Py/Sharing - http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons ----- * You can work on svn in contrib/ directory ``` See a help panel about svn here: http://wiki.blender.org/index.php/Dev:Extensions/Sharing/SVN_Help ``` ``` Don\'t forget to add a meaningful message at each svn commit ``` ``` The password for svn is the same as the one you use to log in in this tracker. ``` * We invited you to our commits mailing list ``` see http://lists.blender.org/mailman/listinfo/bf-extensions-cvs ``` ``` Please subscribe, so that your commit mail will be sent to ``` subscribers instead of hanging on ``` You should have received a mail already about it, if not, ``` please leave a line here, thx! * Move your script in contrib/ directory in svn (if it\'s not there already) * We are assigning this script to yourself, so that you are responsible for maintenance. ``` Please click on "Monitor" to receive updates when people edit ``` your extension tracker page * Finally, we have moved this tracker page from the original location in "Upload", so check the tracker_url field and commit in bf-extensions Thanks and welcome aboard! :)%%%
Member

%%%Hi,
Due to changes to the api including the merging of bmesh, several addons are outdated.
Please, if you are the author of an addon check your script with blender revision 44256 or newer.
That is builds made After blender 2.62 official release.
I would ask that updates be made to your addon before the Blender 2.63 release.
6-8 weeks away.
This allows time for the api to become more exposed & bmesh to stablize furthur.
If you need help, drop into irc freenode #blenderpython or #blendercoders & feel welcome to ask questions.
At the time of 2.63 release, scripts that are not repaired or in active developement will have their tracker page marked "Closed"
this will not affect your links to the tracker, similar to closing scripts in 2.49b, the page will be still availible & can be re-opened.

Thanks for your understanding & patience during these Exciting Times.
Brendon.%%%

%%%Hi, Due to changes to the api including the merging of bmesh, several addons are outdated. Please, if you are the author of an addon check your script with blender revision 44256 or newer. That is builds made After blender 2.62 official release. I would ask that updates be made to your addon before the Blender 2.63 release. 6-8 weeks away. This allows time for the api to become more exposed & bmesh to stablize furthur. If you need help, drop into irc freenode #blenderpython or #blendercoders & feel welcome to ask questions. At the time of 2.63 release, scripts that are not repaired or in active developement will have their tracker page marked "Closed" this will not affect your links to the tracker, similar to closing scripts in 2.49b, the page will be still availible & can be re-opened. Thanks for your understanding & patience during these Exciting Times. Brendon.%%%

%%%Theres a bug report about this addon not working in a recent build, this is because the addon is assigning 'scn' once when the addon loads, which is incorrect - since the user may change scenes or load other files.

http://projects.blender.org/tracker/index.php?func=detail&aid=34211&group_id=9&atid=498

context.scene should be accessed each time an operator executes and passed along to functions.%%%

%%%Theres a bug report about this addon not working in a recent build, this is because the addon is assigning 'scn' once when the addon loads, which is incorrect - since the user may change scenes or load other files. http://projects.blender.org/tracker/index.php?func=detail&aid=34211&group_id=9&atid=498 context.scene should be accessed each time an operator executes and passed along to functions.%%%
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Reference: blender/blender-addons#27189
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