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Grey
07-09-2002, 04:05 PM
Was looking at the stone floor Greco did in this thread:
http://www.cgtalk.com/showthread.php?s=&threadid=13482

and I'm wondering how it would be done in Cinema, I'm assuming using HyperNURBS, it would seem like it shouldn't be too much of an operation to get it, it seems like there should be a simple, very fast trick to it :D

Unfortunately, while I can get the results in HyperNURBS, it takes a bit of doing...

(wonder if BUNK could write us a TIP on this one :D)

JINN
07-09-2002, 07:24 PM
It could probably be done with a Landscape object with very low settings. Add a Nurbs to smooth it out perhaps.

Grey
07-09-2002, 08:23 PM
I don't think it was originally done in Cinema, I've no clue what it was done in... just trying to figure out the best way to replicate it in cinema... and your idea is worth playing with :D

kiwi
07-09-2002, 10:48 PM
I would try a bezier nurbs and shape the surfaces that way after making the mesh something like 13 x 13.Then I would make it editable re tweak some areas and chuck it in a hyper nurbs at a low setting of say 1,or even use a super nurbs :) Or you could just use a plane and the magnet tool,thats how I do a lot of my sand scapes and stuff.


Stu.

LucentDreams
07-10-2002, 07:31 AM
or use a displacementmap as this would be the easiest. I know it doesn't give realtime feedback, so you may need the Ditools plugins for this complex of a displacement, but I am willing to wager this is how he did it, modeling just doesn't seem the logical way of doing this.

fxgogo
07-10-2002, 09:36 AM
YEah displacement would be the way to go for me. I mean SubD would give you a more elegant mesh, but with the render speeds of todays machines, it would make no difference to me. Greco did a nice picture by the way.

marcom
07-10-2002, 02:57 PM
i'm for displacement map.

because i think it's the easiest and fastest way to get a nice result

marcom

MJV
07-10-2002, 09:04 PM
Agree about displacement being the best method. After you displace the mesh, you can freeze the displacement and then use Simplemaker to optimize it, thereby reducing the time it takes to render and view.

Paul L. Ming
07-10-2002, 10:07 PM
Hiya.

I think I'd go with polygird, some vertex manipulation, a couple of extrudes, a knife cut at the appropriate places, then "smooth" it (NURBS-Smooth thing). Just did a quick test, and this works pretty good.

Other than that, displacement mapping, then freezing it to a mesh might get the results too.

Grey
07-10-2002, 10:08 PM
didn't realize I could burn in a Displacement Map to create a real mesh...

I'm still using XL6, is this something XL7 has? or can you tell me what chapter in the manual this would fall under?

marcom
07-10-2002, 10:40 PM
you'll need at least 6.3 and the so called diTools from
http://www.remotion.de.vu/ >>> downloads >>> xl 6.3
in this free package you'll find the displacer-plugin which does exactly this.
(works only on polys!)

hth marcom

Grey
07-10-2002, 11:01 PM
Thanks Marcom! Just downloaded it...

trying to resolve a lighting situation here, so I'll play with it later :D

Stephan
07-12-2002, 08:53 AM
Didn't know this displacer tool.... thanks marcom

neilyb
07-12-2002, 09:09 AM
Cool tools......many thanks for the link!

:bounce: :applause:

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