spieluhr_x Posted March 19, 2018 Share Posted March 19, 2018 (edited) Hello everybody, What would be the best way to approach the effect like the reference images? I would like to have some sort of control to blend solid parts and drilled parts like in the second image. Edited March 24, 2018 by spieluhr_x To simplify the question Quote Link to comment Share on other sites More sharing options...
limeforce Posted March 27, 2018 Share Posted March 27, 2018 Starting from a human bust model: Paint density using Paint SOP --> Scatter (enable Density Attribute) --> copy spheres on scattered points (Sphere SOP, Primitive Type: Polygon or Polygon Mesh). On another branch PolyExtrude char surface so it has thickness (enable Output Back). Boolean (Operation: Subtract) with extruded char on left input, spheres on right. You can jitter the spheres' P (Point Jitter with a small scale, maybe 0.05 as a starting point) and randomize an orient on the points (Attribute Randomize, Attribute Name: 'orient', Dimensions: 4) before Copy To Points for a bit of randomness. And/or after Copy To Points use an Attrib VOP with e.g. Unified Noise added to @P, which will possibly give a nicer-looking randomness. For nicer edges after Boolean enable Output Edge Groups: 'abseams' on the Boolean and use PolyBevel with Group: 'abseams'. Maybe helps you get started, try it out. If you get stuck, ask again, I'm sure I'm missing some details Quote Link to comment Share on other sites More sharing options...
ikoon Posted March 27, 2018 Share Posted March 27, 2018 As regards the Orange Lady, F1 already sent a solution previously, here: 1 Quote Link to comment Share on other sites More sharing options...
limeforce Posted March 29, 2018 Share Posted March 29, 2018 My proposed solution wasn't very good. Tried it out and ultimately had better luck with: Head mesh --> PolyReduce (paint an attribute before to Retain Density in some parts) --> Divide with Compute Dual on --> some extrudes & peaks & vdb and back and such to get a nice solid shape. or Head mesh --> Scatter (paint density before) --> Voronoi Fracture (Create Inside Surface off) --> some extrudes & peaks & vdb and back and such to get a nice solid shape. Quite far from the refs, I headed a different direction due to needing similar stuff for a project. Quote Link to comment Share on other sites More sharing options...
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