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Shape Gradient Map


Adam Ferestad

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I came up with a potential project that I want to play with, but it is going to take one ahead of it... this one. I am trying to make a system that will create a topology around a shape, with dynamic detail reduction as areas close up. The idea is to have an outline of something like a hand and have a topology grow out from it concentrically. Eventually I would like to have it maybe even grow to a different bounding shape and dynamically set up the topo lines from there.

What my end goal for a project is would be to have the topology act as a chronological control for other things, particle systems, pyros, or SHOPs. The one I have in mind is someone putting their hand on a table and having it freeze with frost crystals spreading out from the hand.

I think I have a decent direction. I know I need to get it all into a ForEach and get everything hooked up right, but the loops I was trying weren't generating the iterative steps right, it would do one, then just run with the original input instead of using the one from the previous loop, which is what I need. Also, is there any better way of dealing with crossing point coming out of the Sweep SOPs? I also think I need a better way of reducing points as the Fuse SOPs aren't really simplifying the shape when they trigger.

ShapeGradientReduction.hipnc

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...but the loops I was trying weren't generating the iterative steps right, it would do one, then just run with the original input instead of using the one from the previous loop, which is what I need....

that's perfactly possible, if you uncheck Merge Results on for each, then geometry from each iteration is fed back to next iteration, it makes the most sense in Each number mode

and have you tried Polyextrude with some value in Inset parameter and upping its Division parameter to control segments?

Edited by anim
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Thanks Anim,

I was looking at the Each Number mode for when I was trying myself. With Merge Results unchecked, I only get the last loop out, and even then it is not actually putting through anything for the successive loops other than the first input. I know this because it is not expanding beyond the very first loop in my long hand chain I put together.

As far as the inset option, I had forgotten about it, but alas, it does not have any options for consolidating points either. Also, it doesn't do quite what I am looking for in process either.

Here is a quick mock up from photoshop of what I am trying to do. As the rings get farther from the shamrock, they smooth out into a basic shape. I am trying right now to inject a smooth SOP in the chain to get the desired results out, we will see if that works.

post-6857-134455079545_thumb.png

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Ok, the Smooth SOPs got it closer, I can make it work with the simple shape, but the hand still throws it for a loop... (yes, joke there, look at the hand and you will see why). I need some way to detect when the shapes loop back on themselves and get rid of the loop, then fuse the remaining points. It is getting closer though.

ShapeGradientReduction-1.hipnc

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