nemsi Posted January 31, 2022 Share Posted January 31, 2022 Hi Guys, I'm stuck doing this stuff, I would like to make a DNA based on fiber/curves like in the picture The 2 branchs and every step in the middle are noisy fiber.. I getted the DNA but can't get the way for the middle steps.. Any help would be appreciate. Thank you. Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 31, 2022 Share Posted January 31, 2022 @nemsi make copy transform 3x of that shape wrangle int ps[] = pointprims(0,@ptnum); int p = ps[0]; vector offset = xnoise(@P*@Time/10+ set(p,p,p))-{.5,.5,.5}; v@P += offset; then Rest Position (foreach feedback Detangle) polywire Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted January 31, 2022 Share Posted January 31, 2022 The sweep node is good at rolling a ribbon. DNA_sweep.hiplc 1 Quote Link to comment Share on other sites More sharing options...
ryew Posted February 1, 2022 Share Posted February 1, 2022 Neat trick - thanks for sharing that, @konstantin magnus! 1 Quote Link to comment Share on other sites More sharing options...
nemsi Posted February 1, 2022 Author Share Posted February 1, 2022 Hi guys, thank you for your proposals!! I getted the DNA shape, what makes me stuck is how to get a more elaborate intersection between the middle stages and the 2 DNA branch.. I need to feel this two intricated, not just placed as a simple stage.. Sorry to bother Thank you Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 2, 2022 Share Posted February 2, 2022 The cable tool by SideFX' artists is similar: https://www.sidefx.com/tutorials/project-titan-cable-tool/ Quote Link to comment Share on other sites More sharing options...
ryew Posted February 2, 2022 Share Posted February 2, 2022 Convert to VDB and then back to Polygon to smoothly blend the intersection? You also have all of the various row and column attributes you can enable in the Sweep node to transfer to your geometry for shading, loops, etc. Quote Link to comment Share on other sites More sharing options...
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