thanks for the explanation...i can see the reasoning behind it now.. All makes sense to me!!
Latest posts made by lightningad
-
RE: Redshift UV Texturing question
-
RE: Redshift UV Texturing question
Perfect!! Thanks Dr Sassi.
I wish i had known about the reverse sequencing options on the gradient. Problem i had is when i tried to keep adding colours to my gradient, C4d kept on freezing so i was reluctant to keep on experimenting.
One thing i'm puzzled by - on your second example where the black and white ramp is used as a mask....how does the mask cause the Colour layer to be twice as wide as the two ramps feeding into it? I always find masks tend to hide/reveal one layer over another but don't cause the result to be placed side by side.
-
Redshift UV Texturing question
I am trying to model a mulitcoloured ribbon cable but i'm finding i cannot get the texture to apply itself how i thought it should.
ribbon cable_v2.c4dI tried all the different mapping types but cannot get the effect i need. The colours should be visible on both sides of the model as each rib is supposed to be a different wire.
I created the texture using a Ramp node and multiple colours on the gradient, all spaced to be in the correct position when applied to the cross section.
I cannot get the colours to pass through from one side to the other. I could not apply the colour to the cross section spline and have it extrude along the length of the model.
I even tried to half the width of the texture (U) to 50% then tile it in the hope it would wrap around to the reverse side, but all it seems to do is extend the very last colour across the back. I know this would still be inaccurate because the front and rear of the model would be different colours, but at least there would be different colours!!
I also tried this on a simple extrude model and the results were the same.
How can i add a texture that will be applied along the length of and extrusion/sweep?
thanks in advance
Adam -
RE: Splines to polygons?
@Dr-Sassi Interesting!!
If i am reading it right, the Mospline is taking the Spline and allowing you to increase the number of points on each spline so they match allowing the Loft to connect them all more easily.
I will have to read up on these Mosplines - they look intriguing.
thanks for the help
Adam -
RE: Splines to polygons?
I did manage to create a shape using the Loft object, and a lot of mucking around with Spline Point orders.
However, the project that inspired the question involved a lot more splines for a more complex profile (which i discarded in favour of other methods).
I have been trying to find way to convert the Splines into editable objects. I have not found a way. I tried using the polygon tool - and with the tool active, snapping turned on, i could click on a vertex then click to a vertex on the next spline and it looked right until you moved the perspective view and the new poly was not connecting the points and was way of in the distance!
I really wanted a way to use the Bridge tool to connect the edges or points from one spline to another, but that doesn't work on splines.
It feels like it should be a straight forward notion - connecting up vertices from one spline to another to create a volume, but i cannot find a way.
-
Splines to polygons?
Having created a whole bunch of individual spline profiles that relate to the cross section of a vessel. I was intending to use the Loft tool to build the shape, but i think because the profiles have differing numbers of vertices, the resulting shape is wrong, and nothing i can do seems to fix things...
therefore i have been trying to find a way to use those splines, and connect the vertices from one spline to another using something like the Bridge tool - only this does not work. I would prefer this method as it should give me flat panels, rather than curved surfaces.
Is there a way to convert a c4d spline into something that the polygon tools will work with?
thanks
-
RE: Cleaning up polygon meshes
I think thats exactly what i did wrong!
It was quicker to go back a few iterations in the model and change the sequence i did things (break the model apart before applying panel extrusions )made everything much easier to deal with!thanks for the explanations and possible solutions.
adam -
RE: Cleaning up polygon meshes
@Dr-Sassi Thanks dr Sassi,
I think i might just try re-making the model. The main problem i have is that when i have used the extrude tool to push and pull panels (its a spaceship model) its created extra geometry on the inside of the model. then when i come to split the model into smaller sections its impossible to patch the gaps as there are loads of extra layers around the edge that all need to be covered.
I think this is one of those live and learn experiences!!![Screenshot 2024-01-26 at 07.44.01.png](Image dimensions are too big)
-
RE: Cleaning up polygon meshes
forgot to say - I have been using the Connect+Delete but it doesn't seem to get rid of the hidden stuff
-
Cleaning up polygon meshes
Is there an easy way to delete polygons/points /lines from inside a complicated mesh?
I have been building a model which looks great from the outside, yet when i try break it apart so that i can prep it for 3d Printing, i'm finding there are lots of messy layers within the model.
Mainly caused when sections have been extruded to create panels on the exterior...these seem to have multiple layers inside.
I would love to know if there is a tool that you can use to strip out all the hidden,un-used structure inside a mesh.
thanks
Adam