Nice technique Joel. Really useful for a 3D printing idea I had in mind, but hadn’t thought about it in this way…
Good thread. More like this…
Proc3durale plugin saves the day
Another thought is that X-particles is wonderful for this kind of stuff. Emitting from a texture using an animated noise and then adding xpOVDBMesher works great and it is so easy.
Thomas Browns NAB presentation was GREAT!!! It really shows you the power of Volume modeling–stuff I hadnt considered.
And thanks Priest
Didnt mean to Shanghai the thread Troyan into a technique discussion–really nice work!
Another way with X-particles is to use xpChangegroups and then in the Falloff tab use 3D noise. It is incredibly powerful.
Much as I like the P3D plugin…
It doesn’t have the entire system of inter-related tools that one gets with Volumes. It lives a bit on an island.
Hi,
watching Thomas Brown’s presentation gave me so many ideas. I’ll never just use the random field set to noise any more, the control with the shader effector and gradients is great.
I do hope they get the presentations edited soon, trying to wade through 8hr vimeo videos to find what might be interesting it a bit tricky.
Trig.
Trig, agree 100%. I don’t understand why it’s been so delayed getting those videos posted.
There are 3 videos of 8 hours: day 1 - day 3 and a video of about 5 hours for day 4. Yeah they need to edit them. Strangely the FMX videos - which was later -arrived already.
Sorry, didn’t mean to disappear, been on vacation for a couple days :). Some great stuff here, can’t wait to try the other X-Particles approaches. Can you guys throw together any quick visuals showing what you mean?
For one–the x particles ovdb object as well as the skinner object can work similarly to R20 volumes.
And you can also generate webbed structures with the xp tracer. BAsically similar ideas with similar tools.
You can also use the xp CellAuto tool to ggenerate particle patterns based on noise, 9or even emit particles on an object from a noise textre and then mesh the particles.
Besides what Joel just said I am now seeing how great xpSkinner all by itself without an emitter can be for modeling. It works perfectly with Cloner and Effectors. I am just getting ready to explore the modeling aspects of xpOVDBMesher but so far it looks a lot more limited for this use.
SO glad I got X-particles finally!
xpSkinner Modeling 7.c4d (389.2 KB)
Here’s an example file of one way to do it using xpNoise in xpChangeGroup and with this technique the original post mesh needed would be simple using the various noises and scales.
Oh, man, that Thomas Brown thing was exactly what I needed to illustrate the Titanium Mesh intertwining with bone scaffold! Proc3durale does not have a way to ramp the effects like using fields. Brilliant!
When I finish it, sure. Working on incorporating other shapes besides cubes :). And I’m not feeling too hot today, so maybe today but probably tomorrow :).
So I’ve run into a little snag with the volume builder, if I use any other shape besides a box following Thomas Brown’s approach, I get what I call “scalloping” that I can’t smooth out. Just testing with a sphere and cylinder at the moment. Had to change the Volume Builder Type to Fog to get it to work using objects. Comparing to Proc3durale, if I turn off smoothing in Proc3durale, I get the scalloping, but cranking up the smoothing, I get a nice smooth result, so there must be a way in Volume builder. Suggestions? If I can get that scalloping issue resolved, I’m gold…I think :).
Forget about the smoothing layer seems to not work with cylinders. See if a smooth deformer works for you, put it above volume builder
So you can fade between noises in Proc3durale, I just figured out. Just not with as much control. 
I don’t think it’s working on any shape well. Have to run, not feeling well, but I’ll get that a go in the morning! Thanks Bullit!


