PaQ Posted June 26, 2011 Report Share Posted June 26, 2011 Hello there, I'm trying to get this kind of distribution over a path since a couple of hours, but I cant figure out how to resolve this. So what I need, is to have the orange path always horizontal (or parallel to the ground plane) whathever the position on the parent path. Appreciate any kind of help ++ Pascal. Quote Link to comment Share on other sites More sharing options...
Eduard Posted June 26, 2011 Report Share Posted June 26, 2011 Hi Pascal, Yes, you're right, this distribution is difficult to create. But I tried, and here is my result: SpecificPathDistribution_01.max Just I made a surplus of strength in the Vector direction modifiers. Cheers Quote Link to comment Share on other sites More sharing options...
ptrain03 Posted June 26, 2011 Report Share Posted June 26, 2011 Greetings, path 1 is a distributor with a spline directional modifier. For the paths that are horizontal to the groundplane I made a different path for each direction The paths have a turn axis of 360 . I didn't mess with much else but I guess you could play with density to get them in the right vertical position. For their directional modifiers I selected "Vector" and at the bottom selected "another global vector" and opted to "create". Then I rotated the new vector to be horizontal with the ground plane and set its strength to -1000. For the opposing direction I had to add another path and did the same thing but created a vector pointing the opposite way. The trick was to make a new path for each vector direction. Hope this Helps, Quote Link to comment Share on other sites More sharing options...
ptrain03 Posted June 26, 2011 Report Share Posted June 26, 2011 you can also just pick the same vector but set it to 1000 instead of -1000 to get to go in the opposite direction, Forgot to mention, I used a path position/length affect to get the branches to decrease up the main distributor path. Quote Link to comment Share on other sites More sharing options...
PaQ Posted June 26, 2011 Author Report Share Posted June 26, 2011 Allright that's pretty cool. Thanks a lot for taking of your time. Hi ptrain03, That's great, but I need it working on a full 3D model, not just on 2 direction. The drawing I made was just to illustrate the problem. So I need a more global solution for this. Hi Eduard, Your example seems good enough for me, but I still dont get how you archive this. And as I'm using the 1.5.0 SP1, I cant load your example. (Our IT is a little bit slow to install update ) I'll see Monday if I can get the update asap ! Thanks a lot guys. GrowFx lover Quote Link to comment Share on other sites More sharing options...
Eduard Posted June 26, 2011 Report Share Posted June 26, 2011 Greetings, Thanks for the idea Here's my new solution: I used a new direction modifier Hard Bend , see my screenshots: Max file here: SpecificPathDistribution_02.max Cheers Quote Link to comment Share on other sites More sharing options...
ptrain03 Posted June 26, 2011 Report Share Posted June 26, 2011 nice Quote Link to comment Share on other sites More sharing options...
PaQ Posted June 26, 2011 Author Report Share Posted June 26, 2011 Hi Eduard, Seems to work pretty well, cant wait to test the 1.7. I'm actually getting something interresting with the 1.5 too, using the vector orient direction on the main path (y orientation, 100% strengh), and using 180 turn axis for the second distributed path (with a start angle at 90degre). However the meshing doesnt like it very well, I have a lot of heavy twisted poly. Switching to a metamesh resolve the problem, but the twisted troubles are still visible in the uv's. Am I doing something wrong ? Or is it some kind of bug/limitation ? Thanks Pascal. twist.max Quote Link to comment Share on other sites More sharing options...
Eduard Posted June 27, 2011 Report Share Posted June 27, 2011 Hi Eduard, Seems to work pretty well, cant wait to test the 1.7. I'm actually getting something interresting with the 1.5 too, using the vector orient direction on the main path (y orientation, 100% strengh), and using 180 turn axis for the second distributed path (with a start angle at 90degre). ... However the meshing doesnt like it very well, I have a lot of heavy twisted poly. Switching to a metamesh resolve the problem, but the twisted troubles are still visible in the uv's. Am I doing something wrong ? Or is it some kind of bug/limitation ? Thanks Pascal. Hi Pascal, Yes, the vector orient direction turning path elements separately, and if your path is strongly curved, there maybe such twisted troubles. I decided your problem in a different way, see my example (GrowFX ver. 1.7.0)... Cheers twist_1.max Quote Link to comment Share on other sites More sharing options...
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