sylk Posted April 23, 2015 Report Share Posted April 23, 2015 Hi, would it be possible to add a feature that would give you the option to have a fixed topology on a mesh builder? Like the cylinder mesh for example. When animating with changing topology its hard to get correct motionblur. And also I was trying to export a growing trunk as alembic and then importing it and using that trunk as a surface distributor. But, as you might guess, it didnt work very well. The paths jumps around all over the mesh on every frame due to the changes in topology. Hope I make sense... /Andreas Quote Link to comment Share on other sites More sharing options...
Eduard Posted April 23, 2015 Report Share Posted April 23, 2015 Hi Andreas, Strange, but how to achieve that the topology has been fixed during the growth animation? There also may to appear new twigs, leaves, etc... Or do you mean just to fix the topology of the trunk individually? Thanks! Quote Link to comment Share on other sites More sharing options...
sylk Posted April 23, 2015 Author Report Share Posted April 23, 2015 Yes, sorry, I meant the trunk individually. Basically i would like to grow stuff, like pieces of bark, on a trunk. So I figured that this feature would enable me to do that. I would export the trunk as alembic and then use that as a surface distributor... I don't know... Maybe Im crazy. Right now, with changing topology I know it doesn't work. Maybe you can add a feature that enables the user to grow stuff on a growing mesh without having to export and what not? Keeping it parametric. If there already is another way to achieving this please let me know. Thanks for an already awesome plugin! /Andreas Quote Link to comment Share on other sites More sharing options...
Eduard Posted April 23, 2015 Report Share Posted April 23, 2015 Hi Andreas, Maybe instead of the Surf Distr use the Path Distributor? See the attached file: BarkOnTheTrunk_1.max There I set the Offset = 1 for the Bark, then I copied the radius graph of the trunk to the Factor graph in the settings: Bark > PathDistr_01 > Parameter: Path position: [bark->PathDistr_01->Offset]... I think in this case, we have more control over the pieces of bark. Thanks! Quote Link to comment Share on other sites More sharing options...
sylk Posted April 23, 2015 Author Report Share Posted April 23, 2015 Brilliant! Thank you Eduard, you are the man! Quote Link to comment Share on other sites More sharing options...
doncht Posted July 21, 2015 Report Share Posted July 21, 2015 This worked pretty nice as well when I use the Path Distibutor. Got this to work! Awesome work around. Quote Link to comment Share on other sites More sharing options...
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