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christophermoverton edited this page Mar 26, 2015 · 8 revisions

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The highlight of this script is automated face(polygons) selection routines on a user specified (selection of a grid mesh). At the moment the use can specify by way of choice to selection and inset operator operations batch processing a given selection routine. The selection routine at the moment is based upon a neighborhood finding routine for a given surface selection face, for instance. In the 2 dimensional case, this selection finds all neighborhood faces for a given 2 x 2 sized grid for a given selection face. This procedure is iterated started from a given corner polygon, and repeats until having filled out the entire user specified selection area, or in other words, can create the equivalent of smaller selection groups from a large even selection overlay. Mostly I was motivated in designing such a script since, I hadn't seen an obvious workaround relative the procedure of having to select say 4 faces and then having applied an inset operation repeatedly, relative to select to select the entire selection area and applying the inset operation which would yield undesired/incorrect results.

As to other possible applications one might be able to use this, for instance, in subdividing a given larger selection area into smaller selection groups excluding a each face as a separate selection area as a trivial case. Mostly the purposes that I have envisioned for this involves modeling physically into a given model, 3 dimensional tiling attributes. For instance, floor tiles, that are actually raised above a given floor surface as opposed to textured with normal s or some other texture based displacement model that does this. Secondly the motivation this is based upon extending procedural texturing methods without requiring changes to the procedural texture itself in mimicking real world case that may be used in texturing methods otherwise. For instance, how to apply for a marble procedural texture the visual lines effect of grout in subdividing a given tile boundary line? One method that I could think of modifies the procedural texture literally in creating such visual boundary. On the other hand another method, uses an in iterated set of inset operations over face group selection data, followed by a batch extrusion of all such faces, to modify the mesh so that literally it is physically modeled with boundary tile to tile boundary lines/divisions.

I may also consider work towards both an mxn and nxn generalized case for selection group subdividing a given user specified selection overlay depending on motivations here.