View Full Version : Working with metaballs
Littleghost
01-10-2008, 01:46 AM
After getting a decent grip on basics and subpatch, I'd decided to move on to other stuff like metaballs. But after fooling around with them a bit and looking over the forum, they don't seem to be very popular or useful.
For one thing, I've found that it seems like after creating a cluster of them, I can't duplicate them and arrange them. I just get their points pasted; and they won't select as polygons. Should I not really even bother trying to learn about them?
jameswillmott
01-10-2008, 05:02 AM
Metaballs don't behave correctly, the more you add the weaker each of them becomes. I wouldn't bother using them except to rough out shapes, but even them they are a pain.
UnCommonGrafx
01-11-2008, 05:43 AM
Worthless in their present state. HVs would be the closest tool for replicating their behavior and abilities. Study HVs and become a god. :)
I haven't ever found a use for them. You can make some blobby thing and then freeze it into a mesh of some sort, but it's nothing that can't be done easier and better with other Modeler tools.
Hypervoxels can do the metaball thing alot better, and quicker.
zapper1998
01-14-2008, 05:57 PM
I have never found a use for them, either, I think I messed around with them once.
never sense....
WilliamVaughan
01-14-2008, 11:54 PM
They had there place at one point but they create the worst mesh I have ever seen...I'd stay clear of them IMHO
GuZZLo
12-10-2008, 08:17 AM
Interesting... I was about to create the frosting on a gingerbread house and turned to metaballs. But I found it extremely hard to make something decent with them. The same with metaedges.
So I will try this with HVs instead..! :)
kopperdrake
11-09-2011, 11:09 AM
Sorry to ressurect this old thread, but I'm trying to create a lumpy look that is physical (Santa's fluffy hat etc), and assume HVs need to be applied on a per object basis? As my entire character needs to be in one layer that's not an option, so would metaballs be a way to go to get the lumpy bumpy shape I'm after, in Modeler?
prometheus
11-11-2011, 09:08 AM
Sorry to ressurect this old thread, but I'm trying to create a lumpy look that is physical (Santa's fluffy hat etc), and assume HVs need to be applied on a per object basis? As my entire character needs to be in one layer that's not an option, so would metaballs be a way to go to get the lumpy bumpy shape I'm after, in Modeler?
How does a lumpy fluffy santa hat look like?
and why would you turn to hv or metaballs for that, wouldn´t it work
with normal displacement and some good procedural textures to displace it?
Michael
kopperdrake
11-11-2011, 10:11 AM
Yep - that's where I went in the end :) I really should have followed up the post :/
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