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How do I explain this in "technical" terms ?
show user profile  FX
As usual what would take a few seconds to explain to someone sat next to me, is turning into a wall of confusion with the interweb.

Take one object and voronoi fragment it using one the many methods available, your left with separate fragments.

Select them all, and attach them as one object

What do you call the faces that are touching each other ?....adjacent....? double faces ....? back to back...opposite normals...?

All I want to be able to do is create a "voronoi frame" from the selected edges, made of of just enough splines to form the voronoi pattern., when I select edges and "create shape from edges" there are hundreds of "duplicate" edges where the faces are touching.

Is this even possible ? ...Mir Vadim doesn't know what I mean either :/..all hope is lost :(

read 907 times
8/26/2015 6:34:34 PM (last edit: 8/26/2015 6:53:29 PM)
show user profile  herfst1
Faces touching does have a technical term... whatever the fuck it is; I just say, "Flush," or, if you're feeling romantic, "Kissing."

I don't know how to get your spline mesh to be individual blocks. Garp does (maybe), he did the fracture voroni (however you spell it) maxscript.
read 895 times
8/26/2015 6:48:41 PM (last edit: 8/26/2015 6:48:41 PM)
show user profile  FX
It's been driving me nuts for weeks..If the answer is obvious I'll jump off a bridge.

Bubbles....just enough faces to form the structure of soap bubbles....

where the bubbles are touching each other they "share" a face...where they *intersect* is what i need ...just the *framework*...nothing more.....

read 892 times
8/26/2015 6:53:05 PM (last edit: 8/26/2015 6:56:51 PM)
show user profile  herfst1
Okay, try cloth modifier. Set up some spheres and set the volume to a positive number (or something), Nik did this with text.

Actually, I might have a go...
read 885 times
8/26/2015 6:59:07 PM (last edit: 8/26/2015 6:59:07 PM)
show user profile  herfst1
Nope. It was the "pressure" setting, not volume. And, yes, I can get the bubbles to expand; I can also get the bubbles to collide; but I can't get the bubbles to expand AND collide.

[edit] Maybe meta particles will work? Just have to stop them from merging.
read 881 times
8/26/2015 7:09:12 PM (last edit: 8/26/2015 7:10:12 PM)
show user profile  FX
Bubbles were just an example of what I'm looking for, I can make bubbles with meshfusion, the problem is the intersections.

Saving out the union is no problem, but you need the intersections of each bubble, intersecting with the intersections of the intersections of the other bubbles.

..I gave up :/

..anyway...not bubbles, that was just an example..I don't want bubbles.

Some clever Boolean scripting would give you a bubble machine...doing it manually ..forget it.

read 862 times
8/26/2015 7:49:01 PM (last edit: 8/26/2015 7:59:23 PM)
show user profile  FX
Sorry herfst, I'm tired and ratty..thanks for trying.

I need to mesh the voronoi shape with frost, and animate it stretching using ffd's, all the double edges cripple my system and cause artefacting / overlapping etc.

read 855 times
8/26/2015 8:02:07 PM (last edit: 8/26/2015 8:06:58 PM)
show user profile  herfst1
No, zero offense taken. I like working out stuff like this. Also, re-reading your OP, it's got nothing to do with bubbles. I understand the frame mesh you're trying to make; just don't know how to do it. Maybe selecting all the verts and breaking them will be a good start... then somehow cloning them... and then I get lost in thought trying to work out a workflow that works.

"...trying to work out a workflow that works." What an excellent sentence.
read 849 times
8/26/2015 8:09:32 PM (last edit: 8/26/2015 8:09:32 PM)
show user profile  FX
Over the last week I think I've just about exhausted every possible combination of methods to do this, I may have to bite the bullet and do it manually or just ditch the idea completely and fake it.

Manually deleting around 1000 edges whilst keeping track of the edges I've deleted doesn't sound fun :/

I just don't have my usual free time to work it out, I usually enjoy that too.

read 845 times
8/26/2015 8:31:37 PM (last edit: 8/26/2015 8:31:37 PM)
show user profile  FX
The more i think about it the more i realize this couldn't be done on a face level as there will always be double edges.

So it would need to be spline level...break all the verts...find splines that are identical and touching and kill one of them.

read 838 times
8/26/2015 8:47:42 PM (last edit: 8/26/2015 8:47:42 PM)
show user profile  herfst1
I'm thinking there could be an approach with maxscript.

Here's my theory:
1. Create one fractured block.
Now maxscript so...
2. each face is cloned and inverted and...
3. a shell modify is added to make each face a closed polygon then...
4. do that boolean procedure you showed in one screengrab.

Not sure how it will work out, but in theory it could work... maybe.
read 833 times
8/26/2015 8:58:12 PM (last edit: 8/26/2015 8:58:38 PM)
show user profile  FX
Yeah Sciptspot is awash with select similar scripts....none of them do what I need, close..but no cigar.

Co-instance seems to be the right terminology.

read 821 times
8/26/2015 9:15:32 PM (last edit: 8/26/2015 9:17:56 PM)
show user profile  LionDebt
Only skimmed the thread so far...

But, take your cuboid, voronoi it, select all edges, convert them to spline, make the splines renderable cylindrical, set the spline iterations to 0, set all spline vertices to Corner. Select all the splines, convert to editable poly. Attach all individual spline-meshes together. Stick an FFD on top. Animate FFD control points?

Does this not do what you want?


Oh, okay, I read some words.... Yeah, if you can voronoi your starting object into many separate objects, then manually just select the edges you need... Time consuming... Ie. Avoiding duplicate edges.

Maybe a script solution which iterates through all splines and deletes duplicates? Ie: splines which have the exact same position for Vertex0 and Vertex1. Will need to break the framework of splines so that each Spline segment is an individual spline object however....
read 810 times
8/26/2015 10:08:56 PM (last edit: 8/26/2015 10:43:49 PM)
show user profile  Garp
> What do you call the faces that are touching each other ?
I call them inner faces. How's that for 'technical'?

My script assigns a material ID to them which is the higher in use by the original surface + 1.
For example, by default a box uses IDs 1 to 6. The inner faces get ID 7 (though you can change it in the dialog). If you attach everything, select polys with ID 7, invert and delete, the outer faces are gone.

Then you'd want a script to collect the edges, remove the duplicates and create a spline with one 1-segment subspline per edge (no welded verts).

read 798 times
8/26/2015 11:08:02 PM (last edit: 8/26/2015 11:10:56 PM)
show user profile  FX
Fuckit, I'll do it manually.

read 773 times
8/27/2015 5:24:41 AM (last edit: 8/27/2015 5:24:41 AM)
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