artzor Posted January 15, 2009 Share Posted January 15, 2009 hi all i'm wondering how to creatively fill a model with copies of another. so say, for example, i want to build the eifel tower out of cellphones... i model the eifel tower very basically, and then model the phone. is there a way to place the phone so it volumetrically fills the tower? any ideas or direction to useful tutorials/forum posts would be greatly appreciated Quote Link to comment Share on other sites More sharing options...
aracid Posted January 15, 2009 Share Posted January 15, 2009 Hey man there many ways to do this, it gets tricky when u want to phones to not intersect & look random but to fill an object with another object is actually quiet simple:) use the Points from Volume Sop, so u basically feed ur tower into that sop and then with those points that are returned, u can use the copy sop to copy the cell phones onto those points. so the key things u'll need to consider to do something basic firstly make sure ur points are visible when using the points from volume SOP start with a high point separation or u might have way too many points. then lastly - use the copy sop, where the cell phone goes on the left input and the points goes on the right input. take a look at the examples of the copy sop for more info about getting alot of detail out of something. hope this helps Quote Link to comment Share on other sites More sharing options...
anim Posted January 15, 2009 Share Posted January 15, 2009 here is an example of using isooffset and scatter SOP to fill the volume no collision checking however, so the copies overlap you can play with box scale, count and scatter seed to minimize overlaping fillVolume.hipnc Quote Link to comment Share on other sites More sharing options...
artzor Posted January 15, 2009 Author Share Posted January 15, 2009 hey guys, thanks so far. i'm aware of the basics of generating points then using a copy op but i want to take it further than this... i'd like to take into acount curves and angles so it doesn't just randomly fill the object but tends to follow it's "topology" do you think this would be possible? i'm sure it wouldn't be as simple as a few nodes and would take a while but i'm very interested in doing this procedurally... Quote Link to comment Share on other sites More sharing options...
Owl Posted January 15, 2009 Share Posted January 15, 2009 you mean like that? fill.hip Quote Link to comment Share on other sites More sharing options...
artzor Posted January 16, 2009 Author Share Posted January 16, 2009 nice one owl! now this is starting to get somewhere care to explain the process, seems simple enough. there are a few variations of the grid but how does the copy node know which one to use? i see no stamping or anything... Quote Link to comment Share on other sites More sharing options...
Owl Posted January 16, 2009 Share Posted January 16, 2009 nice one owl! now this is starting to get somewhere care to explain the process, seems simple enough. there are a few variations of the grid but how does the copy node know which one to use? i see no stamping or anything... those are not variations, i just deformed the plane slightly to see the result, basically after scattering points on volume you transfer normal and up vector attributes from your mesh to points and copy your geometry thats it. There is no stamping. Quote Link to comment Share on other sites More sharing options...
artzor Posted January 16, 2009 Author Share Posted January 16, 2009 great! thanks owl, i've got it now i think if i use this along with some other random scattering it'll work nicely. i'll just split up my source mesh into different groups and apply different methods where appropriate. this is a personal project so it might go slowly but i'll get back to you with some images asap Quote Link to comment Share on other sites More sharing options...
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