bwtr opened this issue on Feb 03, 2010 · 29 posts
bwtr posted Wed, 03 February 2010 at 5:17 PM
Any advice appreciated
Brian
bwtr
MarkBremmer posted Wed, 03 February 2010 at 5:23 PM
Since the replicators will align the replicated object with the normal, you may need to flip the normals. Typically, they point to the outside of the sphere.
bwtr posted Wed, 03 February 2010 at 5:58 PM
Thanks Mark but I think Carrara has had a crazy!
I started from scratch trying to get a small cylinder to arrary around a sphere--even trying the normals flip,
It's not working properly--and I seem to have done it before countless times?
GGggggggrrrrr
Brian
bwtr
MarkBremmer posted Wed, 03 February 2010 at 6:08 PM
What exactly is happening?
bwtr posted Wed, 03 February 2010 at 6:15 PM
bwtr
MarkBremmer posted Wed, 03 February 2010 at 6:22 PM
Hate to ask a silly question but have you enabled "Align to Normal" with the little checkbox in the surface replicator?
bwtr posted Wed, 03 February 2010 at 6:30 PM
bwtr
bwtr posted Wed, 03 February 2010 at 6:37 PM
bwtr
bwtr posted Wed, 03 February 2010 at 11:09 PM
Brian
bwtr
bwtr posted Wed, 03 February 2010 at 11:11 PM
bwtr
MarkBremmer posted Thu, 04 February 2010 at 7:10 AM
There is simply something in your set up that is getting overlooked.I was able to get everything to work here as intended. :-/
benney posted Thu, 04 February 2010 at 8:19 AM
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.
bwtr posted Thu, 04 February 2010 at 3:01 PM
The sphere and the cylinder efforts are all with the default Assembly Room ones.
And as the example, flipping the normals changed things but not effectively.
Thank you both.
Will start AGAIN from scratch and see if I can find a solution.
Brian
bwtr
bwtr posted Thu, 04 February 2010 at 4:49 PM
Can someone confirm if they CAN get the cone to array please.
Brian
bwtr
benney posted Thu, 04 February 2010 at 6:11 PM
bwtr posted Thu, 04 February 2010 at 6:51 PM
I would be happy with that--IF I could achieve it!
Can you show me a close up of your hot point setup and initial cone placement please?
Brian
bwtr
ShawnDriscoll posted Thu, 04 February 2010 at 7:05 PM
bwtr posted Thu, 04 February 2010 at 7:12 PM
Good idea Shawn, much as I had done with the MoI alternative, but, for me, it does not solve the problem of WHY its not working for me as it "used?" to!
Brian
bwtr
ShawnDriscoll posted Thu, 04 February 2010 at 7:19 PM
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.
bwtr posted Thu, 04 February 2010 at 7:32 PM
I have kept Replica updated--it has some features/benefits still over the Carrara Replicator.
I just want to solve this "simple"?????? Surface Replication difficulty--I have done it countless times and why is it a problem now?
Brian
bwtr
benney posted Thu, 04 February 2010 at 7:34 PM
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
ShawnDriscoll posted Thu, 04 February 2010 at 7:35 PM
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.
bwtr posted Thu, 04 February 2010 at 11:21 PM
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
MarkBremmer posted Fri, 05 February 2010 at 8:17 AM
Glad you were able to isolate the issue.
benney posted Fri, 05 February 2010 at 9:07 AM
Yes.. only too happy to help where I can and I am looking forward to viewing the completed project because from what I can see so far it is going to be a good one.
bwtr posted Fri, 05 February 2010 at 3:49 PM
bwtr
benney posted Sun, 07 February 2010 at 5:28 PM
It looks about complete to me....nice job there.
bwtr posted Sun, 07 February 2010 at 9:05 PM
Thanks
Brian
bwtr
nomuse posted Wed, 10 March 2010 at 4:22 PM
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.