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Modeling/Mat/script for creating a bone like internal structure.
show user profile  Vivifyer
So I've been trying to find a way to create this.
I had found a plugin that someone was writing years ago called vray ISO for making iso surfaces, but the support seemed to have stopped around vray 1.5. (2009?)


I have also found this thread on getting the desired result -http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27610&sid=53a08dec5d39a079a678744c1d90a36c
I'm wondering if anyone has made something similar in the past, knows of a plugin / script for creating this? some ISO surface plugin, or perhaps a technique of volume material using vray fog?

Other sources I've been reading are suggesting to create such a structure in Acropora.

the kind of look im trying to recreate is pretty much this:

thoughts?
Vivifyer - Lastpixel

read 8000 times
5/17/2013 8:25:51 AM (last edit: 5/17/2013 8:25:51 AM)
show user profile  donvella
create a plane
apply a vraydisplacementmod
drag and drop this image into the displacement bitmap slot
render, adjust depth until happy




read 7996 times
5/17/2013 8:53:48 AM (last edit: 5/17/2013 8:54:00 AM)
show user profile  Vivifyer
er,?? am I missing something? or can vray displacement actually do something like this, because in the 6 years or more that ive used it, It cannot.
Vivifyer - Lastpixel

read 7991 times
5/17/2013 9:25:48 AM (last edit: 5/17/2013 9:27:28 AM)
show user profile  herfst1
Will the camera be centimetres or meters away? If it's meters I reckon vray disp plus an alpha will do the trick, especially if you make a few copies inside each other with a slight warp.
read 7975 times
5/17/2013 1:23:51 PM (last edit: 5/17/2013 1:23:51 PM)
show user profile  Nik Clark
That image uses Voroni tesselation.
There are scripts and programs that can create that.




read 7972 times
5/17/2013 1:38:51 PM (last edit: 5/17/2013 1:38:51 PM)
show user profile  FX
Nik spotted the veroni structure, I would use that method to create the skeleton of the mesh and instance some kind of noisy bone perforated shape around it.
I can't experiment with it, don't have Max at the mo', but if I did I would try a couple of free scripts to generate the shape.

Mathsurf for the shape and maybe even the distribution.....depends how good you are with mathematical formula's......I use the presets ;)


http://www.torabiarchitect.com/news/mathsurf2.html

Failing that try Populate Panels....

Not sure if that's only useful for populating outer mesh faces.


http://populate3d.com/products/panels/


I can't get Steve of the PC with Max he's doing some 3D browser shit :)

I tried throwing his Infinity dildo into the garden and shouting "fetch". but he stayed put :/








read 7921 times
5/18/2013 12:23:36 PM (last edit: 5/18/2013 12:23:36 PM)
show user profile  Vivifyer
thanks for the replies, still testing different techniques :)
Vivifyer - Lastpixel

read 7885 times
5/20/2013 5:07:10 AM (last edit: 5/20/2013 5:07:10 AM)
show user profile  FX
Now when I look at that picture, I see a macro shot of a sponge, I'd reach for Xfrog, or similar procedural system, you could add a pFlow emitting from the base skeleton mesh, then XMesh/Blob Mesh the pFlow.




read 7868 times
5/20/2013 12:37:03 PM (last edit: 5/20/2013 12:39:46 PM)
show user profile  advance-software
^ whatever :)

as discussed in london, I suggest sculpting a tillable section, then repeating it into whatever region you need it.

sure there are likely procedural ways of going about this but depends whether you want this done asap & move on or want to masturbate with max.

some form of noised up 3D fractal might get you a better result but don't know enough about the subject to offer any more input than that. a specialist forum somewhere maybe.

scultpting a section that's tileable in 3d is going to be tricky but it's achievable. then use a tiling solution similar to amish bob's 2D texture tilting variety method to break up the tiling.


my 2c.

/backs out & leaves y'all to it :)
read 7855 times
5/20/2013 1:00:03 PM (last edit: 5/20/2013 1:03:00 PM)
show user profile  FX
^^^ old ground...already covered...dum dum deeeeeerrrrrr! :)


read 7842 times
5/20/2013 1:15:01 PM (last edit: 5/20/2013 1:15:01 PM)
show user profile  FX
"Other sources I've been reading are suggesting to create such a structure in Acropora. "

I totally missed that line earlier...so err yup, use that :)...looks capable enough.






read 7832 times
5/20/2013 9:03:44 PM (last edit: 5/20/2013 9:03:44 PM)
show user profile  luxxeon
I've been researching a lot in Voronoi tessellation and different parametric design principals using 3dsmax for about a year now. I see many of the tools suggested here, and agree that they are excellent for getting similar results for this (ie., Mathsurf, Populate:Panels, Sci-Fi Pattern Generator v1.1). You could easily achieve the outter Voronoi lattice structure using a pattern generating application, but that won't help you get the inner volume as well. I'd suggest looking at Voronoi Fracture, or some volume fracturing script to get the inner bits, then use Max's EditPoly tools to create a lattice of the results. There's a lot of workflows to getting this result, but it's going to take a lot of forward thinking. Look into Parametric Array also; much like Grasshopper in Rhino, it's perfect for doing mathematically precise structural builds, but there's a learning curve as you might expect. If all you need is the outer skin, then start with any object, increase the density sufficiently, and convert the topology to "skin" using the procedural "Generate Topology" tool in Edit Poly. From there, select all faces, inset them, then apply a delete mesh modifier. This will produce a Voronoi skeletal lattice of your mesh, from which you could simply add a shell modifier and meshsmooth the results. You could iterate that manually to include an inner volume as well by duplicating the object, scaling it down, and then bridging faces to connect it to the large outer shell.
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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 7781 times
5/25/2013 10:23:24 PM (last edit: 5/25/2013 11:55:27 PM)
show user profile  Vivifyer
Ended up going for a much more simple solution, which the client was plenty happy with anyway :)
subdivided mesh, and displacement with a cellular map. SSS2 material with a stretched cellular for bump.
here:
Vivifyer - Lastpixel

read 7736 times
5/29/2013 10:54:48 AM (last edit: 5/29/2013 10:54:48 AM)
show user profile  Nik Clark
Looks great!

Often, the most simple solution is the best one.



read 7734 times
5/29/2013 10:57:13 AM (last edit: 5/29/2013 10:57:13 AM)
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