Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)
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Kix,
I think I might have solutions to some or all of your requests.
Just kick up the width and use the taper to make the tip smaller. Or are you saying you want to make the base small, middle bigger, tip small again?
If it's something you can texture, you can control where the strands are created using the Length shader. If the shader is completely black, no strands will grow there. Elevation and Slope can be particularly helpful. Another option is create a copy of your mesh and remove the sections where you don't want strands. Make it invisible, but use it as your base object for an Anything Grows primitive. If you are just trying to control what direction they go, the Wiggle controls are the best way to do this. Wiggle alone will cause random direction. Using the Wiggle shaders will give you control over what direction the strands go.
You should be able to use anything as a tip object as long as it's a single object and has geometry (no volumetrics). If you've found a single vertex object that won't work, please send it to me and I'll check it out. If you want to use a group, select your group, export it to OBJ, import it, selecting the create single object option, and use that as your tip object. Check out the field of grass tutorial to see how to shade the different layers.
Please let me know if that doesn't help or you have any other questions.
Good luck,
Eric Winemiller
Digital Carvers Guild
Freeware and commercial 3D extensions
http://digitalcarversguild.com
Eric Winemiller
Digital Carvers Guild
Carrara and LightWave
plug-ins
Thanks Eric! I had built a single ant in the vertex modeler which was rough but I deleted it when I couldn't get it to work. The taper thing you mentioned is what I was trying to get at. A small base growing into a larger one, ending in a small tip. Your other ideas would cure my problems. -Kix
-Kix
Thanks, This is actually a very simple model. The legs are made up of four different pieces which are all the same but scaled a little bit. Once I made one leg, I duplicated it five times and positioned them. The antennae are made up of two of these pieces. The head is a sphere with the taper deformer on it and scaled a little bit until I liked it. The three ribbed back end is just three of these spheres stacked up. I applied the spike deformer on one of them. AGrows would have been fine too. The middle body is a simple spline object. The jaws are two simple spline objects one duplicated to the other and the eyes are just spheres positioned appropriately. No biggy. -Kix
-Kix
Attached Link: http://www.ipm.ucdavis.edu/TOOLS/ANTKEY/antid2.html
When you look at a photo of an ant, it's usually impossible to see where the legs are coming from, so I attached a link to a diagram that shows some details.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
-Kix