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Old 08 August 2012   #16
Originally Posted by Cinemike: http://www.welter-4d.de/fplugs/free....html#transform

Very interesting solution


Thanks, remember trying this out but I still prefer to be able to re-size in 1 direction in the attribute manger, that would be heaven...
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Old 08 August 2012   #17
Hi folks!

Here's the Room-Primitive TBA3D requested. Booling also works fine so far.

Features:
- Handles for width/height/depth
- Handles for thickness (can be toggled)
- Fillet for inner cube
- The inner cubes' normals are aligned correctly.

Click to view full-size.







Cheers,
Niklas
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Last edited by NiklasR : 08 August 2012 at 05:35 PM.
 
Old 08 August 2012   #18
That room primitive will speed up my workflow no end. Good work.
 
Old 08 August 2012   #19
room primitive looks dope!
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Old 08 August 2012   #20
nice looking ,, these are some (from max)
 
Old 08 August 2012   #21
This is a great thread. Everyone has really good ideas, and I love the new primitives. How long have I spent making toothpaste tubes by hand?! No wonder everyone likes the pillow prim. I agree with having the center of an object at it's bottom as well, would make scaling primitives that sit on the ground have far fewer steps. I've always thought having the same fillet controls in primitives as there are in the Extrude nurb would be useful as well. Just a little menu next to the fillet checkbox with concave, convex, 1 step, etc. Awesome!
 
Old 08 August 2012   #22
Well done Niklas!!! Like it :-)

Is it possible to add integrated C1, C2 ... cover selections for different MATs
(like extrude-nurbs have) ?

-one for the wall
-one for the floor
-one for the ceiling

That would be a very great addon
 
Old 08 August 2012   #23
Thanks for all your feedback, folks. Your ideas are all great and give me an ass full of work!
I'll give my best, in speed and quality.

@TBA3D:
Good one. That must be added, it's more useless than usefull otherwise.

Originally Posted by jerm: How long have I spent making toothpaste tubes by hand?! No wonder everyone likes the pillow prim.

Lol, didn't think about that, but I remember me struggling with it.
Your fillet request sounds interesting. Would you like to have this for all primitives? That would mean I almost have to reinvent the wheel!
But I think I got a very good Idea, let me just see if ..

-Niklas
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Old 08 August 2012   #24
this is great...looking forward for your upcoming primitives
 
Old 08 August 2012   #25
Hey, beggers can't be choosers - Was just thinking of things I've needed in the past. Fillet options on any primitive would be an improvement, but I think on cubes especially would be helpful!
 
Old 08 August 2012   #26
@jerm: He, right. I'll see what I can accomplish.

Soo, here's some new stuff from the room-primitive! As requested, one can assign materials to specific parts of the room.

Here's a small vid to give you a better overview. (I hope you can understand me )

There are two modes for the material selections: simple and extended. In simple mode, you have the covers of the room merged together to easily color the wall, ceiling and ground. If fillets are enabled, you can color the top and bottom in one, and the vertical roundings.
In extended mode, you have the covers and roundings all split up.

Below, you can see two example renders where every cover and rounding is assigned a material (in simple mode). A Cube is booling a whole into the room (which makes the lime-colored part). Everything that is the same color is one selection and therefore on texture-tag.

The names are similar to the ones in Extrude NURBS or Sweep NURBS. (C1, C2, C3, R1, R2 in simple mode). The vertical roundings overlap the horizontal ones so you have two options to color your fillet-corners (in both modes). You can see the last two materials switched on the second picture of the OM which has effect on the color of the corners.




-Nik
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Last edited by NiklasR : 08 August 2012 at 12:22 PM.
 
Old 08 August 2012   #27
looks amazing ! :-)

with the boole also )

but itīs better in "extended mode", that the horizontals roundings overlap the vertical ones.

like it! +1
 
Old 08 August 2012   #28
...but the overlap in your posted picture looks quite right !

however, that the overlap solution I mean

best,
Thomas
 
Old 08 August 2012   #29
Hei Thomas,

Originally Posted by TBA3D: but itīs better in "extended mode", that the horizontals roundings overlap the vertical ones.
please see the edited version of my previous post and compare the two pictures and the OM.
Notice the color of the corners. You can adjust it by changing the order of the texture-tags.

Before the edit, the OM was not the correct one to the posted picture, that was why the corners were violett, but the top-most texture was the orange one.

Thank you!
Niklas
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niklasrosenstein.com/ | Freebies | Plugins

Last edited by NiklasR : 08 August 2012 at 12:53 PM.
 
Old 08 August 2012   #30
thank YOU !!!

by the way -- nice double boole effect ! with additional cam-clipping (?)
or fill your primitive the "cut-room" between the two cubes automaticly with the base-color
in your pictures.


best,
Thomas
 
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