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og_reborn
12-01-2004, 12:34 AM
howdy folks...
hopefully a simple question...
Is it possible to do anything with isoparms in v8.5? I've tried every selection mode, I've read the help files. Maybe I missed something. I read something in the FAQ about Isoedit or something like that...is that new in v9?
All I want to do is render my isoparms. I can render them from the viewport fine, but the trick is that I only want to render certain ones...If there were any way to just change the color of certain isoparms (even just by selecting them) my problems would be solved. Is this possible?
If not, is it possible to somehow convert some of the edgeloops in my original polys into splines so they would look like the isoparms...or anything like that?

Thanks for your help :beer:

AdamT
12-01-2004, 04:59 AM
> Is it possible to do anything with isoparms in v8.5?

No, not really. But if you have Sketch & Toon you can render isoparms. Otherwise....

> I read something in the FAQ about Isoedit or
> something like that...is that new in v9?

Yes.

> If not, is it possible to somehow convert some of the edgeloops
> in my original polys into splines so they would look like the
> isoparms...

There you go! Select the edges and run Structure>Edge to Spline (or something like that).

LucentDreams
12-01-2004, 05:39 PM
just to expand on what adam said, on a fast system one could tweak points using Sketch restricted to the low polygons edges inside an HN as though ISO parm but anytime a new edge is created that edge wouldn't show till it was added to the selection.

og_reborn
12-01-2004, 06:57 PM
perfect!
thanks.

og_reborn
12-02-2004, 04:26 PM
ooooh...almost perfect

I just realized I had changed some of the hypernurbs weights on some of the edges...so the splines that are based on the original mesh don't really match the isoparms (or the shape for that matter) completely...
If anyone has a suggestion that would be cool...but for the purposes of this project it'll still be okay.

thanks again. :cool:

LucentDreams
12-02-2004, 04:58 PM
can you post a pic or send me a file, it works just fine here regardless of point and edge weighting.


or email me kaiskai@vfs.com

og_reborn
12-03-2004, 01:11 AM
cool man thanks...
I wasn't quite sure how to do it on your suggestion 'cause I'm relatively new to c4d and I also don't know what HN means.
But here's the file. the "...cube OL" objects are the spline outlines that I built based on the original polys. The "... cube" objects are the finished objects whose isoparms I'd like to render...if you compare the splines and the ISOs you'll see the lines that I'm trying to avoid rendering.
Thanks so much for your time.
:beer:

LucentDreams
12-03-2004, 05:59 PM
HN=HyperNurbs

here you go i cleaned up your scene and got three different types of lines.

Iso parms won't quite match what you wanted alone because your cube has one more subdivision then what you want. The bottom one is what true isoparms would be, the middle one is isoparm mode (which will render like bottom one but only shows outline in editor) and the top one is what you want it to look like whic isn't actually the true isoparms but isoparms with one less subdivision still possible and easy to do.

also you don't need the white background because sketch and toon will dothat for you, and you don't need the del render post effect as again, sketch and toon will do that for you.

Hope that helps you.

http://www.kaithestuffguy.com/isosKAI.c4d.zip

AdamT
12-03-2004, 06:25 PM
It occurred to me that you can get an isoparm render via BodyPaint. Use one of the optimal mapping methods, outline your UV polys, then apply the texture in the color or luminance channels. It'll look like isoparms when you put the object in a HN.

og_reborn
12-03-2004, 09:26 PM
thanks for doin that kaiskai... but I don't have sketch n toon....sorry I didn't mean to waste your time but when you said sketch in the previous post I didn't realize that's what you're talking about. We've been trying to get the upgrade here though so I'll hold onto that file for when we (finally) get it.
That's a good idea on the bodypaint thing, AdamT, it seems to give a decent result.

Time to upgrade!!

thanks again you guys are awesome. :cool:

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