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Physically textured surface - too many ploys - other way?

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Brian Murphy
Physically textured surface - too many ploys - other way?
on Feb 17, 2012 at 10:50:14 pm

Hey guys,

this question piggy-backs on my recent previous question about large surfaces made up with individual objects.

Check out the rendering below.

I need to create this in a sphere shape so the blobby elements make up a sphere. I've tried meatballs but had to take my numbers to crazy amounts and ended up forever waiting just to see the result on screen.


Any other way?




Thanks,
Brian



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Adam Trachtenberg
Re: Physically textured surface - too many ploys - other way?
on Feb 17, 2012 at 11:29:48 pm

I'd use subpolygon displacement. Could be approximated with procedural noise, but if you need something closer ZBrush or Mudbox might be an option to produce the displacement map.


Example (procedural): 3731_subpolydisplacement.c4d.zip



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Brian Murphy
Re: Physically textured surface - too many ploys - other way?
on Feb 18, 2012 at 12:03:09 am

Thank you Adam (as always!)

The trick here is the camera will get close to this surface and the little blobs must be randomly separate from one another. Some may touch, others can be isolated. I'm having some luck with a cloner object which places a designated object all over the surface of a sphere but I want to vary to size and rotation of some of the cloned instances. I've tried the Random effector but it doesn't seem to have an effect. Any advice?

Thank you!

Brian



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Adam Trachtenberg
Re: Physically textured surface - too many ploys - other way?
on Feb 18, 2012 at 4:22:55 am

Hmm, not sure why the random effector wouldn't be working, assuming you have it assigned to the cloner. Send me the file and I'll take a gander.


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Brian Murphy
Re: Physically textured surface - too many ploys - other way?
on Feb 20, 2012 at 5:51:54 pm

Thanks Adam, I figured this out - just had to invest a little time into it.

Cheers,
Brian



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