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Subject: Pegboard


kimpe ( ) posted Fri, 02 April 2004 at 10:21 PM ยท edited Thu, 05 March 2026 at 2:05 AM

Does anyone know of a slick way to make pegboard? How can I get replicated cylinders spaced evenly across a (almost) flattened cube. Without spending hours upon hours spacing them manually that is...


draculaz ( ) posted Fri, 02 April 2004 at 10:43 PM

multireplicate spheres across it and negative boolean them? drac


Zhann ( ) posted Fri, 02 April 2004 at 10:51 PM

ask AS, he did pegboard for the dog chew toy, search for the post in the forum....

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AgentSmith ( ) posted Fri, 02 April 2004 at 11:29 PM

Yup, multi-replicate would be the easiest way. Of course, I almost never end up doing "easy". My pegboard was a terrain made in Photoshop. But, then again, to make the holes, I basically did Photoshop's version of multi-replication... If you want the (giant) picture I used for it, I can post it up. AgentSmith

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pogmahone ( ) posted Sat, 03 April 2004 at 1:36 AM

What's Photoshop's version of multi-replication?


kimpe ( ) posted Sat, 03 April 2004 at 2:27 AM

Got'ya, Thanks folks!


AgentSmith ( ) posted Sat, 03 April 2004 at 12:41 PM

Not really multi-replicate, but the round selections I made that would make my "holes" would be moved across the terrain much as I would do in Bryce, with coordinates. I would just create one round selection, save that selection, move the first selection to where I want the second hole, save that selection as the same name but, use "add to selection", then load up that new saved selection, now I have to round hole selections. I would then repeat what I did before, but with two holes, then the by the third time around I would be moving/creating four holes, then eight, etc, etc. until I had as many as I wanted across, then I would take that entire row, and do the same procedure downwards. Hope that makes some sense... Note - When I can do it, I will prefer to use a terrain instead of a booleaned object, as I can control some/all of the edges, meaning I can make where the peghole is have a softer edge compared to a booleaned, hard edge. (little more realistic looking) That, and the terrain will usually increase render time over using booleaned objects. (less computation needed from Bryce) And, in this case, I could (using Photoshop) transfer part of the woodgrain from the wood texture I was using onto the terrain itself, again, a little more realism. AgentSmith

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
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AgentSmith ( ) posted Sat, 03 April 2004 at 1:52 PM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=107&Form.ShowMessage=1733474

I posted up the maps for the pegboard for download. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


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