Public Beta: Trestle & Scrim


#287

Hi, Brian, Uwe

Ops! Sorry for disorder from our side, mail server reported our letter to you was delayed.

That’s another interpretation of what you showed with UberShape lines: automatic creation of some “food” for Scrim


#288

hi, automatic wire creation nice very nice.
i have tried it with some of my recent models, organic and mechanical, and some übers.
organic and geometric forms tend to give nicer results. (my chaotic blood again :slight_smile: )
i got some crashes when changing the “wire source” setting, but nothing that i can reproduce, so no project file attached.


#289

Hi, Uwe

Hmmm… would it be usable if Scrim “skips” a surface between sources “are enough far away each from another”? (just an idea for discussion)


#290

i don’t know if i understood you right.
if you mean: if distance is greater than 100 = skip, for example
then, ya, that would be very useful.
with no control over the order in which polygons are processed this is the best way to prevent scrim from working over arches (like the teapotexample or the arms of the girl) and holes.
i guess making this treshold value animatable would only produce jumping surfaces, so not useful.


#291

Hi, Uwe

Yes, this, but with relative factor. For example: calculate an average distance and break a surface where the actual distance exceeds average * factor.

Yes, it depends from polygons order and it’s bad cause a result is unpredictable. NL has a free utility plug-in to change polygons order (don’t remember a name, it came with Dervish). Hmm… maybe XYZ sort is not what we need here…

We never shared an opinion like “everything should have anim. channel” :slight_smile:

And another one: if possible, please render the girl with GI etc. i.e. show “what is a maximal result now”, maybe it makes no sense to add more options to get a partial success only.


#292

i know i said that i will make some form of tutorial about the car.
well, i haven’t had the time and this will not change so quickly.

so, here’s a little gift for all Trestle & Scrim users:

TS CAR PROJECT FILE

this way you can take it apart and see for yourself how this is build.
you can change it the way you like, or just use it as it is. i don’t care.
change the scrim settings to something low and use it as a backgroud prop or whatever.

most of the trestle groups are still named in german, but this is a WIP and i will post updated versions when i find the time. a little read me is included.

igors, if you want, you can add it as an example project to the release version.

this is FREE so have fun :slight_smile:


#293

i don’t have the project file anymore, but these are the rendered layers.
as you can see, some of the strings go really wild.


#294

Hi, Uwe

Don’t worry and don’t rename something from German to English, that’s not a problem. You posted prj, all other is our affair. Thank you


#295

Finally we came to conclusion. We’ve 2 news: bad and good. Let’s say bad first:

It’s NOT for Scrim. The “straw style” requires careful and numerous PATH’s building, then that paths are transformed into simple straw units. That’s exactly vice versa to where lofting is powerful.

Ok, now the good one: that’s very suitable for one of next 2 modeling plug-ins :slight_smile:

That’s all


#296

Well then Igors, I guess that is good news :slight_smile:

So I had a play…

Scrim crashes EI when you select ‘by array’ and WM is a child (accidentally discovered).

Examples… The first is a plant, the second and third a torus. Very ‘arty’.
I noticed the animation channels and I’ll try animate something tonight!
Ian


#297

Hi, Ian

Oh, yes, Scrim is crashed when “by array” + single child only. That’s fixed, we’ll send new beta tomorrow (together with banner)

We don’t understand why “plant + torus” is a first what’s checked :slight_smile: Why not “torus + scaled torus”?

Edit: for example: “push” one geodesic with WM. Push/scale another one geodesic in a bit different way. Pass these 2 WMs to Scrim’s array. Add more childs, deforms etc. You’ve fully controllable and predictable results. In other words: final shape’s complexity can be implemented with a sequence of simple operations with very simple source data.


#298

Oh, no reason, I just didn’t get round to it.
I will,
Ian :slight_smile:


#299

WireMaker is really a great addition to make lots of strange things. A question so. Wouldn’t it be possible to make the ID readable by Xpressionist to animate objects construction for example, or create parts of objects depending on a sound music. All types of great animations could be controled by this way. No?


#300

Yeah, very cool… So animate the ID from ‘1-2’ to 1-1000’ or whatever…

I thought about this yesterday but my thinking was more along the lines of an animated ‘u’ channel - like in revolver, for revealing a surface.

Ian


#301

Hi, Stephane, Ian

Our goal was a lot of usable things :slight_smile:

It depends from you, not from us. If you show us your cool examples with WM (or with Scrim + WM) and say “Igors, I’ve an idea of a cool movie, gimme XP abilities”, then we answer “sure, Stephane, here they are”. But now we can answer only “we’ve no enthusiasm to create an “abstract” feature that maybe would be usable, our plug-in is not a collection of ancient relics”


#302

Scrim Beta 8 cosmetic changes:

  • better defaults (in our opinion)
  • added banner
  • fixed bug “array mode + 1 child = crash”

#303

In Trestle, select a point or a group of points and use the Lock UV button. All the points colors are changing from Black to Purple. Press again the button, nothing is changing. The points colors should be changed from Purple to Black as if you use the “SHIFT + L shortcut”.


#304

Igors,

I really have pain to texture a Scrim object. See the project linked. I try to make some cables using UV to apply my cable texture on them in one time but the fact that Scrim doesn’t do real “Uniformed Steps”, my texture isn’t well applied. It stretchs at the top and bottom. See Camera View and World Side view. Any idea why when you want uniformed divisions, Scrim puts more steps at the bottom and top of objects?


#305

Trestle Beta 5: implemented recent requests of Uwe and Ian (we hope nothing is forgotten :slight_smile: )


#306

Hi, Stephane

Yes, “invert selection” is a standard way. But in this concrete case “set UV flag” does NOT restore UV value before “clear UV flag” - instead a new U value is assigned. Thus let these operations will be not in same style and let a little more activity *shift + L" is needed to kill existed UVs.