I continue to create different features of the window generator.
Trim with Sill
In this gif you can see the trim around the window. So far I created a quadratic variation of it, later on I wanna use the original shape to create the trim as well. The trim is based on the bounds of the original curve that's used for distributing any shapes inside it.
Custom sweeping node
In the following gif you can see two sweeping curves interpolating between each other based on a ramp. I build my own sweeping node based on VEX for this because I wanted to be able to transition between shapes. So far this only supports two shapes though.
These two very different shapes are interpolating. The way this works is that the curve that has a higher point count will project its points onto the curve with less points and then a for loop will transition between both points positions. These then will be copied to the points of the back bone curve based on the float values of the ramp from 0.0 (Shape 1) to 1.0 (Shape 2).
Glasses and Grilles
The glasses and grilles are really not that complicated, I reused some older wrangles to generate a grid for the grilles but this method works independently. A showcase can be seen in the gif. The example shows one of the circular window features.
I learned a ton from these tasks indeed! :)
An overview of what is planned right now (could be extended):
- Smaller decoration elements
- Additional decorative elements outside the main frame (around window)
- Better alignment system (elements can overhang main window frame to create overlapping structures)
- Sculpting detail procedurally
- Bricks
- General undulation (everything should be more crooked etc)
- General damage
- Glass detailing with imprints as well





