Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)
Visit the Carrara Gallery here.
when you created the cylinder that you are trying to use via the surface replicator did you create it within the vertex modeller or use a preset object. The reason I ask this is because if you turn the object to a different angle it will have affect as to the direction it is pointing with regards to its placement upon the sphere. Also as mark states, if you want the cylinders within the half sphere you do need to flip the normals of the sphere.
www.youtube.com/user/ShawnDriscollCG
If it looked like an array in the past using Carrara's replicator, it may have been just luck. I don't know if Carrara 7 does arrays like Inagoni's Replica does.
That was a box overlay that I used on the sphere array.
www.youtube.com/user/ShawnDriscollCG
All I did was to drop a sphere and cone into the window and a surface replicator, then just drag the cone directly onto the replicator and select the sphere as the source. I made no adjustments to the hot point setups etc. If you want me to I can send you the carrara file for you to play with if that helps
Quote - All I did was to drop a sphere and cone into the window and a surface replicator, then just drag the cone directly onto the replicator and select the sphere as the source. I made no adjustments to the hot point setups etc. If you want me to I can send you the carrara file for you to play with if that helps
That's all I did, too, with the Carrara replicator. The cones were randomly placed like yours. Increasing the population and adjusting their distance from eachother may create an array-like pattern. Been awhile since I tried.
www.youtube.com/user/ShawnDriscollCG
In this instance I used a shading domain of the inner surface of the inner half shell.
The odd look? renders of the between inner and outer shells is because iI used several shells, some overlapping.
Thanks for taking an interest and giving me ideas to investigate.
Brian
bwtr
I'd love to see some meeting between the Replicator and the Surface Replicator. The Surface Replicator lacks the ability to make geometrically precise arrangements...it is all about probabilities. (What is particularly annoying is that when you ramp up the "try to fit this many in" high enough to fill up most of the gaps, it also begins to violate the spacing limits, meaning you have objects replicated inside each other).
The Replicator lacks the ability to drive it with a texture map or otherwise move away from the simplest of array shapes. (Plus it won't follow a surface...)
My latest project for replicators was an outdoors audience. With a painted map I could define seating areas and even aisle space, but getting the chairs to be more-or-less evenly spaced and in rows....
That, and both replicators could use an instance weighting scheme. Making multiple duplicates of the higher-probability objects is only a stopgap.
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Any advice appreciated
Brian
bwtr