View Full Version : Pushing an object into "nylon" surface
Activator 02-19-2005, 03:27 PM Hi,
I need to make something look like I'm pushing it from the back of a flat surface, and the object "stretches" the surface as if it were a nylon stocking.
I tried using a displacement image but, in order to have enough detail when it pushed through, I had to crank up the sub-d's to a point where the render times were prohibitive! I haven't tried soft dynamics, but I have a feeling the sub-d's would have to be just as high.
The key here is that the object actually deforms the surface, with the edges having a soft, stretchy "bevel" like it would if you pushed your hand into a nylon stocking.
I've seen this done, but don't know the best way to achieve the look.
Thanks in advance for any help!
| |
Pancho
02-19-2005, 04:10 PM
I bet that you didn't turn the subD order to last. This helps in getting everything smoother. And then you could set the polycount in specific areas higher to have more information in the region where your mesh gets distorted. SoftFX should work quite well with your aims.
Cheers
HowardM
02-19-2005, 07:47 PM
you could try quicker calculations using ClothFX with a med res object, then use Metalink to use a high res object for final renders....
SplineGod
02-19-2005, 08:22 PM
The approach I would take would depend on what kind of object is pushing into the other one. Do you have more details? I would look at using a diplacement map created by rendering out the depth buffer of your object. The stretching could be done via an endomorph. You might also consider using a combination of cloth, endomorphs and displacement maps. :)
WillCameron
02-20-2005, 01:09 AM
isnt there a Worley plugin that does this as well? and i kinda recall a freebie plugin from
flay at one time....
'heatpress' is the freebie. trying it out now. you do it all in modeler so it could be usable as an endomorph maybe...
http://www.geocities.co.jp/Hollywood-Kouen/2449/
- Will.
(more research required. heh)
Activator
02-20-2005, 02:08 PM
Thanks for the ideas. HeatPress would be perfect, but it only runs on a PC! :cry:
Even with HeatPress, I think the amount of detail would still be dependent on the sub-d value. I want to push a typographic object from behind a plane and have the type be smooth and alias-free, but with those smooth, "filleted" edges like if the plane was made of nylon.
I guess I just have to keep playing around until I get a good detail vs. render time ratio.
Crocodilian
02-20-2005, 05:10 PM
" I want to push a typographic object from behind a plane and have the type be smooth and alias-free, but with those smooth, "filleted" edges like if the plane was made of nylon."
Hmmm. This kind of precision doesn't come from a mesh-based dynamic simulation; another idea would be to import your type as EPS into a background layer in modeller, and then use stencil to push it onto the cloth layer as a separate surface.
Then apply displacement to the stencilled surface, with a falloff, and heavy subdivision in layout. This will allow you to approximate the accuracy of the font more closely than using a text object
Activator
02-21-2005, 08:20 PM
Croc-
I merged the type outline into the plane, then sub-divided everything BUT the type and it looks better but, it still takes AGES to simply move the plane in layout and, high quality renders will probably take hours (even on a G5/dual2.5). The number of sub-d's necessary to get smooth type edges is just ridiculous!
I've pretty much given up on this idea (for now). I might try it in Modo.
CGTalk Moderation
02-21-2006, 09:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.