View Full Version : Best approach?
pitrie17 09-18-2007, 10:58 PM Hi all,
What would be the best way to achieve this. The best way I can describe it is having like a piece of cloth and having objects pushing into that object so that you can tell what object is pushing through. For example, like a bag that you can see what objects are inside (bike, car, ball, etc...), kind of like Santa's bag of goodies (although this isn't what this is). The object in actuality is like a billboard that has objects poking through it, so it's simple geometry.
The way that I'm thinking right now is using cloth. I don't currently have that module and have never used it but will buy it if that's the only way to do this. Any pointers and direction is greatly appreciated. Thanks!
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Per-Anders
09-18-2007, 11:09 PM
Group together the objects into a single mesh or using the connect object, and then consider using the shrinkwrap deformer instead of cloth. Then a a finishing touch create a displacement map in bodypaint or zbrush that adds creases along where you'd expect folds to occur.
pitrie17
09-19-2007, 12:56 AM
Thanks for that. I don't have MOCCA either yet, so I would like to go with the easiest option. Would it be easier to do it with cloth or with MOCCA do you think? I haven't tried the way you have suggested yet, but it seems as if cloth would yield better results because it wouldn't take as much time, no? I just don't know the limitations of either solutions. Like, what kind of materials can be simulated with cloth (paper, stretchy rubber, cloth....obviously)? And what are the limitations of the combining method? Thanks again!
LucentDreams
09-19-2007, 01:48 AM
shrinkwrap would probably be easier than cloth.
I'm no veteran, but I do know that cloth is a simulation of sorts, used to simulate the dynamics of cloth.
Using a basic modeling approach would be the best option, since cloth will not only cost you money to buy, but will most likely have some technical issues you'll need to sort out in order to get the results you want.
Also, using a modeling method will afford you better options when it comes to shading the geometry.
At least that's how it appears to me.
pitrie17
09-20-2007, 05:56 PM
I've been doing some tests with the cloth option first with the demo, and had some decent results, but I'd be interested in trying the shrinkwrap option. Only problem is, I can't find the shrinkwrap deformer anywhere. How does one use it? Thanks again!
Per-Anders
09-20-2007, 06:04 PM
It's in the Character menu.
pitrie17
09-24-2007, 04:07 PM
Ok, thanks for all the suggestions and help. I tested all methods described (cloth, shrink wrap deformer, and modeling). Here is what I found. For my particular application, the modeling option worked the best for me. Cloth yielded some decent results, but was very time consuming and render intensive in able to meet the deadline. I had some problems initially with shrinkwrap because the object I was shrinking it to had completely different geometry, number of vertices, etc... and apparently C4D didn't like that and stretched it really weird and jaggedy. I duplicated my originating geometry and modeled that to be the same as what I wanted it to be and that yielded better results. The modeling option, in the end, gave me greater control of the final look and design of the object, and was quicker and easier to work with. I did/do have a problem with the texturing of the model know, but that is for a different thread. So, once again thanks. Just letting you all know what came of everything.
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