What if... viewports were terminals

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what if … grasshopper and script editors could be docked with the viewports

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For that you should make a video/render and a new topic :wink:

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didn’t realize this was a serious topic – in which case, what exactly are you showing there

Oh, not a serious topic, more like a fun topic. This is just all the viewports rendered in ASCII art style.

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Docking for the win … this is how I work these days

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ascii_art.gh (98.5 KB)

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@nathanletwory Basically each ascii is somehow sorted based on its number of pixels (darkness) and used in place of an average illumination in each 8x8 square of viewport ?

Basically like that yes.

nice! Are custom view modes something mere mortals can experiment with or do you have to be a mcneel employee? :wink: I would love to use a 3d stippling viewport for illustrations:

5 Likes

That would help with patent drawings. Would be nice to control density and size of stipples.

1 Like

You could do this with GhGL

This one is available at
https://github.com/mcneel/ghgl/raw/master/src/tests/ordered_dither.gh

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It must be purely white with purely black dots (no grays in between) … and no banding.

Here is an example of a design patent.

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Sure, I just implemented basic ordered dithering as discussed in this article
http://alex-charlton.com/posts/Dithering_on_the_GPU/

The dithering you want is much more complex

I wonder if this could be useful here
https://www.mattkeeter.com/projects/swingline/

1 Like

Sure, but being “kinda” close is the same as nothing for the USPTO.
It either fits the criteria or doesn’t :slight_smile:

The stipple dots must be distinct and they cannot touch each other or form black clumps.
(Enlarge to 100% to prevent screen moire)


Stipple.pdf (290.9 KB)

1 Like

Hmm, it’s must be simple enough because photoshop had this for decades (since the 90s). As an afterthought part of its bitmap algorithm.

-You need to make sure the darkest black is not less than 170
-You need to convert a greyscale image to 1-bit color using Error-Diffusion → (Stucki method), Non-weighted

Stucki has a little better dot distribution than Floyd-Steinberg in my past experience.

The algorithm isn’t terribly hard to write, but it is difficult to do on the GPU while drawing triangles. This is what I was trying to refer to when I meant that your dithering is more complex.

This would need to be done on a bitmap extracted from the GPU and processed during a frame. We don’t have that type of capability in GhGL, but it would be fun to write.

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I think it’s time for the PTO to update it’s frikin printers. Even the Chinese PTO accepts grayscale computer models for printing.

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I’ve always been interested in non-photorealistic effects so this type of stuff looks nice to me.

1 Like