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Re: Tyre tread marks in sand

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Steve Bentley
Re: Tyre tread marks in sand
on Oct 28, 2019 at 8:39:09 pm

Deformation is deformation so whether you are using mograph or a shader or the deformer version, it ends up doing the same thing (splits the mesh into a bazzillion polys and shifts them based on luminance).
The only better deformation solution is to use Octane where the deformer there is basically alien technology.
As for procedural, you might be able to generate a noise pattern via code that looks like tire treads and then that would be resolution independent (you could use Coffee in Expresso for that or python).
The other thing to try is a leaf shader. There are a few around. If you simplified the leaf pattern down to a diamond and scattered that it might do the trick.

And having thought of that, what about using a spline to define a basic element of a tire pattern (like a fat Z - one of the repeating elements that works its way around the tire), extrude that, then use mograph to scatter those shapes in linear arrays, then use all of that as a displacer?
This would probably be easier in R20 now that we have fields to work with as effectors.
This would give you infinite resolution for the displacer and would only be limited by the mesh of the plane. In the end, that's your resolution choke point anyway so a procedural solution might be overkill - in the end its all about how many polys the plane has.

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