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# JARCH-Vis | ||
JARCH Vis is add-on for Blender 3D that helps create commonly used objects for architectural visualization. | ||
Some of these objects are: | ||
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## Introduction | ||
JARCH Vis is add-on for Blender 3D that helps create certain | ||
architectural objects in a way that makes them easily customizable. | ||
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The architecture types that can be created are: | ||
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* Siding | ||
* Flooring | ||
* Windows | ||
* Stairs | ||
* Roofing | ||
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## Usage | ||
The JARCH Vis (JV) panel is found in the 3D Viewport Toolbar, under a | ||
section called "JARCH Vis." There is always at least four buttons within | ||
that panel, allowing an object of each architecture type to be easily | ||
added to the scene. If a JV object is selected, then the options | ||
specific to the architecture type of the selected object will be | ||
displayed in the panel. | ||
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Modifying any value within the panel will automatically update the mesh | ||
object, assuming that the `Update Automatically?` option is selected. If | ||
that option is unchecked, then the `Update Object` button has to be | ||
clicked to get the object to update. If the mesh object is really large | ||
or complicated, then it might be a good idea to not update automatically. | ||
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#### Converting Objects | ||
There are times when you might want to add objects that aren't | ||
rectangular. This can be done by converting an object made up of planes | ||
into a JV object. To convert an object, start by entering editmode. | ||
Then, select all faces that are in the same plane/group and click the `+` | ||
button in the JV panel. Repeat for all groups of faces. | ||
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##### Face Group | ||
> In JARCH Vis, a face group is a collection of faces that all lie in | ||
the same plane and will be used as a mask/boolean object for a JV object. | ||
Essentially, a face group is used as a cookie-cutter. It is important | ||
that all points lie in the same plane within a face group to ensure | ||
expected results. | ||
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JV has two ways to use the face groups as cutter objects. One way is with | ||
the boolean modifier, which supports non-convex face groups. However, | ||
the boolean modifier sometimes returns odd results. If the face group | ||
is convex, then check the `Convex?` option, which will cause JV to use a | ||
different method of cutting the face group. | ||
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##### Convex | ||
> A shape or polygon is convex if there does not exist a line segment | ||
between two points on the surface that passes outside of the surface. | ||
More specifically, a face group is convex if all interior angles between | ||
boundary edges are less than or equal to 180 degrees and there are no | ||
parts missing from the interior of the shape. | ||
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Once all face groups have been added, exit editmode and make sure that | ||
the rotation and scale have been applied for the object: `CTRL+A -> | ||
Rotation & Scale`. After that, just click `Convert Object` within the JV | ||
panel. The newly converted JV object will have most of the same options | ||
as a regular JV object, except the overall dimension values. | ||
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##### Cutouts | ||
Cutouts provide an easy way to cut rectangles out of siding, roofing, and | ||
flooring objects. Cutouts can even be added to objects that have been | ||
converted. To add a cutout, first check the `Cutouts?` box, then click | ||
`Add Cutout`. Every cutout has the following options: | ||
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* `Location` - the X, Y, and Z position of the corner of the cutout | ||
* `Dimensions` - the X, Y, and Z dimensions of the cutout | ||
* `Rotation` - the X, Y, and Z rotation of the cutout | ||
* `Local` - whether or not the location and rotation of the cutout are in | ||
local coordinates or not | ||
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A cutout can be removed by clicking the `Remove Cutout` button right below | ||
the `Local` option. | ||
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> The `Local` option for a cutout can dramatically change where the | ||
cutout is located. If `Local` is checked, then the `Location` and `Rotation` | ||
values are offsets from object's origin and rotation. If `Local` is not | ||
checked, then the values are in reference to the world and are absolute | ||
positions. | ||
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#### Materials | ||
The faces within JV objects are created in such a way that materials | ||
can be added easily. By default, all faces will use the material in the | ||
first slot on the object. However, glass and mortar faces will use the | ||
second slot. Therefore adding materials is as easy as putting the primary | ||
material in the first slot, and a secondary material, if needed, in the | ||
second slot. | ||
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#### UV Unwrapping | ||
All JV objects have UV seams added and are unwrapped automatically. | ||
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## Installation | ||
1. Download the latest release or `.zip` version of the | ||
repository. | ||
2. Extract the downloaded folder and rename the it to `jarch_vis`. | ||
Make sure that the file structure is like `jarch_vis/__init__.py` and not | ||
`jarch_vis/some_folder/__init__.py`. | ||
3. Move the `jarch_vis` folder to your Blender install location under | ||
`2.8x/scripts/addons`. On Windows, this is generally found at | ||
`Program Files/Blender Foundation/Blender/2.8x/...` | ||
4. Open Blender, go to `Edit -> Preferences -> Add-ons` and check the | ||
option that is `Add Mesh: JARCH Vis`. | ||
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## Revision Log | ||
### JV 2.0.0 for Blender 2.8x | ||
Version 2.0.0 represents a massive change in JARCH Vis. The entire add-on was re-written from the ground up. Changing the user-interface, | ||
simplifying the backing code, allowing new architecture types to be | ||
added more easily, and updating JV to work with Blender 2.8x. | ||
It is important to note that backwards compatibility has been broken. | ||
JV objects created with previous versions of JV will | ||
not work with this newest version. | ||
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Changes in no particular order include: | ||
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* Stairs have been removed for the time being | ||
* Two new patterns of flooring: Corridor and Octagons | ||
* Hexagons and Octagons can have dots/cubes added between the tiles | ||
* Several flooring patterns were renamed | ||
* A new way of handling cutouts was added that is faster and allows for an | ||
"unlimited" number of cutouts | ||
* Most architecture pattern types are more customizable and many | ||
arbitrary min and max bounds on values have been removed | ||
* Several types of siding have been combined | ||
* Shiplap siding, shakes, and scallop shakes have been added | ||
* Tongue & Groove and Stone siding have been removed. Stone will hopefully | ||
be added back in at some point. Tongue & Groove is likely gone for awhile. | ||
* Shakes for roofing have been added | ||
* Terracotta tiles have been updated to a slightly different look | ||
* Gliding, double-hung, and stationary windows have all been combined | ||
into the "Regular" pattern, with new options added to allow all the old | ||
looks to be created | ||
* Arch and Ellipse windows are built differently to make them smoother | ||
at a lower resolution | ||
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## Goals | ||
1. Add a much more customizable and faster version of stone siding | ||
then previously existed | ||
1. Add stairs back in | ||
1. Add railing |
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