Using Two Hypernurbs With Different Edge Weights On One Object

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  02 February 2013
Using Two Hypernurbs With Different Edge Weights On One Object

Hey guys!

I am trying to make a realistic crumpled up paper.
Follow ing this method (if anyone is interested):

The tutorial got me as far as Picture 1.
But as you can see the edges are SUPER sharp and not realistic at all due to the geometry.
However this is a great way to get a starting shape.

So I need to keep the overall shape but just smooth the folds a little bitt.
I though great!

Ill just use one hyperNURBS (with weighted edges) to create more geometry.
And then a second one to create the smooth folds.
But to my despair the weights follow through to the second HyperNURB.
There fore there is no smoothing at all.

See the first two images in Picture 2.

So my question is how do I maintain the edges in the first HyperNURB but smooth them in the next?
Can you tell the HyperNURB to not use the weights through like an expresso setup or something?

The third image in Picture 2. is another way of doing it and gets the end result I want.
However this involves subdividing it through the Mesh menu.
This is not an option for me since I have Point Level Animation on my base mesh for the paper.
Maybe there is an option to use my base mesh to drive a higher densed mesh?

Thanx in advance for any replies!

Attached Images
File Type: jpg Picture 1.jpg (65.2 KB, 51 views)
File Type: jpg Picture 2.jpg (82.8 KB, 36 views)

Last edited by D-e-W : 02 February 2013 at 03:05 PM.
  02 February 2013
This tutorial does exactly what I want BUT in 3DS max.

Maybe it is easier to understand through that?
  02 February 2013
You might want to try a combination of HyperNubs with ClothNurbs.
--Your paper

You probably can get rid of the HN weight tag.
  02 February 2013
Wow Thanx man!
That worked great!
Missing the feature to smooth edges based on an angle though.
The "Factor" parameter in the clothNURBS is simply a factor.
The functionality to smooth based on angles (Just like cinema already has in its subdivide feature) would be an awesome implementation. Gives so much more control over the boject.

Any way HUGE thanx bunk!
This will save me some time.
If only I would have known more about all the features in cinema :P
Thanx again!

  02 February 2013
I made setup, but it not so clear to explain.I used Smooth Deformer and tip from Yader to get curvature weight map. + some Python to make true poly instances.
File was created in R14 so it may work not correct way in earlier versions.

Last edited by badredcat : 02 February 2013 at 10:57 AM.
  02 February 2013
HUGE thanx man. Giving me a setup and everything!
Went to bed last night thinking it couldn't be done.

However I do have a problem.
With both these methods I get more and adaptable geometry and everything works great up until the smoothing.
It creates ugly bulges at the creases and folds.
I guess this has to do with the smoothing of the geometry.

Check the images out.
I happens in both cases.
As you can see the geometry is very dens and to me it seems like it is to un even...or?

In picture 4 you can see the geometry with the clothnurb applied. Without smoothing.
Then it looks ok and like it is supposed to I guess.
But in picture 3 with the hypernurb and smoothing I get the small bulges.

How do I get rid of that?
Better geometry?
Cant really start with quads since I need diagonal folds.
Gonna develop your method badredcat but cant se it working either really...

Any help would be greatly appreciated!
Thanx for answers so far

Attached Images
File Type: jpg Picture 3.jpg (87.9 KB, 16 views)
File Type: jpg Picture 4.jpg (83.3 KB, 12 views)
  02 February 2013
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