Stumbled across this trick yesterday, and thought I’d share.
ribbon head boole.c4d (333.5 KB)
Project file above takes a free head from TurboSquid, and subtracts a helix from it using a boole. Head is poly painted with skintones on outside, and purple inside. Neat trick, but it’s slow to render, and I’d like to create thickness to the skin. The edges the boole creates are messy, and the cloth simulator freaks out trying to roll them.
So, I thought I’d turn it over to the community and see if anyone has any way to improve on:
Render times: Different method? Change some of my existing settings? (I just generally tried to get reasonable geo density on objects, but know next to nothing about how to optimize better.
Better edge quality: I would guess that remeshing via volume mesher or similar would do a better job of having edges match the rest of the geometry, but I’m not sure how to do this while retaining the paint job. Perhaps it’s just because I colored using poly selection? Some way to use UV map instead and preserve paint through remeshing process?
Edge thickness: Cloth simulation seemed like the obvious go to, but perhaps I have missed some way to extrude inward, or bevel inward? Perhaps better optimizing settings for eiher object ahead of time, or applying some sort of smoothing or other process prior to rolling the edges would help?
Outside the box: I’ve tried faking this a few times too by doing various versions of using invisibility masking to cut away the front while revealing the back, etc. Haven’t gotten it quite right yet, but these methods certainly render faster. Interested to know too if the perspective doesn’t shift if there’s a way to fake the edge thickness using a simple mask technique as opposed to slicing and reconstructing geometry.