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View Full Version : Suggestions for modeling chicken wire 'like' fencing?


TheNeverman
03-20-2007, 07:46 PM
Maya Project:

I'm working on a project that involves showing a home-made chicken coop out of 1"x2" and 2"x4" welded wire fencing...

The wire is just a standard grid pattern and does not weave - it's simply a series of perpendicular wires welded together.

My question is - how might I go about adding some light "bends" to each individual wire in a somewhat random (hopefully automated) process? It looks too perfectly straight and clean right now, so I'm wanting to roughen it up a bit like it's actually been handled a bit.

One idea I had was to extrude tubes along a EP or CV curve (making small changes to direction), but it'd still take a good chunk of time to do this for each wire... Suggestions on how to streamline this process?

TheNeverman
03-23-2007, 05:10 PM
here's a WIP... poly geometry split in 4 sections where each wire overlaps to allow for deformation (gonna use a lattice deformer).http://www.freewebtown.com/n8skow/etc/chicwireWIP1.jpg

coldside-digital
03-24-2007, 08:54 AM
I use Max so am not entirely sure about the specific features of Maya, but i suggest adding some sort of noise modifer to each wire. It will make it that much more believable.

Daniel

TheNeverman
03-24-2007, 08:50 PM
yeah, that's kinda what I've been looking for...
I don't know what the Maya equivalent would be though...

coldside-digital
03-25-2007, 01:59 AM
I shall play around on my friends computer, which has Maya, and see if I can find anything for you.

Daniel

TheNeverman
03-26-2007, 03:20 PM
thanks coldside, I look forward to your findings...

Here's a quick update on my physical geometry version...

http://www.freewebtown.com/n8skow/etc/coopwire2.jpg

TheNeverman
04-02-2007, 12:17 AM
doghouse added for make-shift home

http://www.freewebtown.com/n8skow/etc/coopwire3.jpg

mhovland
04-02-2007, 01:47 PM
Your best bet here is going to be to add a little more geometry in the middle of the wires, unless you want all the randomness to be in the area where the wires cross.

And then look into a MEL script to add some randomness to the verts. I can prolly put together the script in a couple of minutes, if you can't find anything you like.

TheNeverman
04-02-2007, 06:52 PM
Hi mhovland,

I currently have 3 poly-splits where the wires cross and single poly-splits in the middle area between the intersections for my deformations. I'm currently using a combination of wave deformers and hand-tweaked verts...

I'm fairly satisfied with the results, but would be interested to hear more about what direction you'd take it with a MEL script... Would it be fairly configurable? I'm reluctant to add much more to the geometry (about 80,000 polys per 'side' of the cage at this point).

Thoughts?


Your best bet here is going to be to add a little more geometry in the middle of the wires, unless you want all the randomness to be in the area where the wires cross.

And then look into a MEL script to add some randomness to the verts. I can prolly put together the script in a couple of minutes, if you can't find anything you like.

TheNeverman
04-03-2007, 06:44 PM
Now I've got a weird rendering issue...

I have three square polygonal planes (cards that are point-constrained to the camera) with a 2d image of chickens (with alpha data) placed inside the cage, but when rendering (in Mental Ray) the dome I'm using to illuminate my scene shows up in alpha area...

It's attributes are identical to the ground plane, same material, same render options - I have everything unchecked in the Render Stats tab, but for some reason the 'white' dome renders inside the alpha area of my chickens...

Ideas?

http://www.freewebtown.com/n8skow/etc/bummer1.jpg
http://www.freewebtown.com/n8skow/etc/bummer2.jpg

TheNeverman
05-08-2007, 06:18 PM
unable to figure out whats going on with the transparency, I've decided to just do some simple chicken models... problem fixed... lol

http://www.freewebtown.com/n8skow/3D/ChickenCoopchics.jpg

TheNeverman
05-14-2007, 08:06 PM
...condensing to one thread...
http://forums.cgsociety.org/showthread.php?f=7&t=477254&page=1&pp=15

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