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Subject: Split in two with a crack!


Exyled ( ) posted Fri, 11 February 2005 at 4:31 PM · edited Sat, 30 November 2024 at 4:50 PM

file_183873.jpg

Here's my problem currently. I've created a Greek styled column. It's quite nicely modelled, but I'd like to make it a bit more real. Is it possible to split the column into two seperate shapes, with the bottom being split like a crack. I tried to boolean a small landscape, but a landscape has no real extrusion, and if extruded it still doesn't do what i need. I want to make a split line in a crack shape and pull the two objects apart. I own this software: Carrara 4.0 with ArchiTools, Replica, Swap, and Deeper Normal Map, plus that Vector rendoring plugin. Poser 5 with Victoria and Micheal Shade 7.0 Standard AC3D Pro Canvas 3D Pro Corel Suite 12 I figure with at least one of these I should be able to do what I need to do. Any ideas would be wonderful. If you'd like to see the picture, just check out my Gallery. Thanks in advance, Shaun McKinnon


Zekaric ( ) posted Fri, 11 February 2005 at 6:48 PM

Were you looking to do something like this?

http://members.shaw.ca/zekaric/gallery/200306_architecture.jpg
http://members.shaw.ca/zekaric/gallery/200312_trish.jpg

The first I did outside. I, like you, decided to take a topo and use that, exported to dxf and imported into another program to do the intersections.

The second I did entirely in Carrara 3. The only problem is that, when you convert a topo to vector, it only converts the preview representation to vector, not the final so you don't get as fine a detail as you might want. Something that annoyed me, but with clever texture mapping you may be able to fudge that.

When you extrude the boundary, make sure you close the other end and that it's a solid. Both pieces should be leak tight solids. (Ok they might not need to but from my experience with other software that does similar tasks, it's generally a good idea as the program won't be confused about what's in and out.) Also make sure that it extends completely around the outside of the other object so there is only one instersection area.

Note, Carrara usually does a good job but I've hit cases where it left some openings which you may need to patch up. This isn't a simple process for computers to do reliably even though it might sound simple in theory. There are a lot of edge cases that can cause grief and floating point precision can make a bright day very dark.


thomllama ( ) posted Fri, 11 February 2005 at 6:48 PM

ok.. to make it look like a crack.. maybe try shaderops or one of the other digitalcarversguild plug ins... "Project gemini" plug-in should do the 2 piece thing you want to do, but you'd have to remodel... anyone else?






Hexagon, Carrara, Sculptris, and recently Sketchup. 



sailor_ed ( ) posted Fri, 11 February 2005 at 9:00 PM

file_183874.jpg

Here's how I did it. (This used to be so easy in Bryce! :-) This is a little complicated so bear with me.. Insert a terrain in your scene. In the terrain editor add a layer and generate a terrain. I used the Advanced>Fractal Generator. Choose Edit>Convert to other modeler and convert it into a vertex model. In the vertex model room it will be very large. I would leave it that way for the moment. Select Construct>Add thickness and only make it a little thicker. If the terrain is very large the default 2in should do. DON'T DO ANYTHING YET. After the thickness is added the top of the object you've created will be selected. Using the camera view and the move tool, hold down the alt key and move the top surface upwards a good amount, 3-4 times the height of the terrain. OK now we have a solid shape we can use as a boolean tool. One end gives us one surface and the other end gives us a mating surface. I made a cylinder, duplicated it and the tool and arranged them as in this picture for the boolean operation


sailor_ed ( ) posted Fri, 11 February 2005 at 9:03 PM

file_183875.jpg

All the previous was done in the VM. Here is the final result. It only took a few minutes. Hope this helps Ed


kelley ( ) posted Sat, 12 February 2005 at 12:20 AM

file_183876.jpg

Here's my take on it;

After a quick read through of sailor_ed's, I think that I'm crossing some of the same ground. Anyway, I used the Vertex Modeler, inserted a cylinder [20 sides, 1 segment]. Then a smaller cylinder. [4 sides, 11 segments] Squeeze the 'square cylinder' flat. Select points on one side, one section at a time, and make the shape taper to a thin wedge at the top. Inset this into the column. I made it go all the way through, but it's not necessary. Now select all points and duplicate. If you do a boolean subtraction on one set, you'll have a column with a wedge-shaped hole. Do a boolean intersection with the other, and you'll have a perfectly matching plug. By inserting the plug, and reducing the size on one axis, you can make a crack as deep as you want running up the side. In the last pic., I made the wedge very wide. Not you can build a column with a piece completely cracked off, or slid down, or about to.


Exyled ( ) posted Sat, 12 February 2005 at 10:38 AM

That's great!!! Thanks for all the suggestions. Shaun McKinnon


kelley ( ) posted Sat, 12 February 2005 at 12:07 PM

ps: I did not actually do the boolean subtraction because Carrara is feeling squirrely lately abd will only allow 'union' and 'intersection'.


sailor_ed ( ) posted Sat, 12 February 2005 at 1:02 PM · edited Sat, 12 February 2005 at 1:04 PM

Kelly,
That's odd. I did this with 4.03 and used subtraction. Shaun, Hope this works for you!

Message edited on: 02/12/2005 13:04


kelley ( ) posted Sat, 12 February 2005 at 3:20 PM

I've got Carrara 4.3 up and running, but I was in the process of messin' about with a current model in 2.0, so I just did the above in 2.0. Sometimes it lets me subtract, sometimes not. Also, 2.0 [sometimes] cuts the tops off the menu trays so I can't select functions. Here's hoping all that will be behind me in 4.3


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