View Full Version : Hard To Do…

05-29-2007, 06:24 AM
im searching for a way to make an animated displacement with squares…like this…
thx for any help…

05-29-2007, 06:38 AM
I cant remember the exact details but i remember someone wanting to do simalar things and the way to do it revolved around weight maps. Beyond that i sadly cant remember but maybe it will ring a bell with someone else.

05-29-2007, 06:45 AM
and someone send me a scene that was exactly the thing i wanted but i made modification s on it and then erase while i saved so…:(
do not have the original scene with set up…
thx any way…do you sometimes works in france??

05-29-2007, 07:04 AM
hmmm, shouldn't this be do-able with just an image of different colored squares?

Another way could be to make a grid of seperate quads, very close together. Extend all the quads and move them to the apropreate height. Make a new Morph, then set the y-value of all the extended quads to zero. And there you have it, now you can animate it with a morph slider. :) This way you don't have to subdivide and you keep your polycount a lot lower.

05-29-2007, 07:20 AM
Make a single square/cube centred on the origin. Now make a morph target that collapses that square so all vertices are at 0,0,0. Apply that morph to the base square so all you're left with is a point. Duplicate it into a grid based on the original size of the square. Send to Layout. Apply a displacement in the Y Axis, then apply the morph at -100% to expand all the squares back to their original size.

The displacement moves the points all equally, then the morph is applied to bring the squares out to their original size. I used this technique for the attached image.

The neat thing is that you can texture each block a single colour with procedurals because the original points are all equally positioned and thus the value of the procedural at that position is spread across the entire block. The attached image was coloured with a gradient on turbulence, and displaced with Ripples.

05-29-2007, 07:21 AM
huh? You mean that scene from this thread?
Just ask Colkai or Red oddity again (don't know which one you you the desired file) via PM.


05-29-2007, 07:26 AM

05-29-2007, 12:39 PM
oh yeah, I did a tut on this a while back.

sorry, its rather outdated but should still work.

05-29-2007, 01:57 PM
Maybe you could use an animated displacement map?

05-30-2007, 02:28 AM
If you give me a couple of hours, i'll post a tutorial.

05-30-2007, 04:24 AM

This is not a very good tutorial, but it shows the basics of a good working method, and mind you it can be done in 10 other ways, just rememer that the UV creation part is always the most importent one as you need to create a UV that catches any pixel blending behaviour by having a small as possible UV use per cube.

05-30-2007, 09:54 AM
I've just had a thought on this.

If you use Layout Clone (http://www.hermoni.com/main.htm), then you should be able to use Texture Displacement as a Motion modifier to animate your cuboids.

Hope that helps.

05-31-2007, 09:25 AM
COOL SORRY WAS THERE…cOOL i go and check…
ill tell you

05-31-2007, 09:35 AM
Thanx A Lot, do you think there a way to make it react with musiq:hey:

05-31-2007, 10:52 AM
For TexturedMotion's texture amplitude, click the E button to bring up the Graph Editor. In the Modifiers tab at the bottom, add Audio Channel Scale. This should let you bring in an audio file, and let you use that to bounce your displacement level.

06-01-2007, 01:00 AM
tutorial is really impressive because its really "wellmaid" sorry im french…

06-01-2007, 01:58 AM
sounds sucks im lightwave every is geting really longer and longer

06-01-2007, 02:28 AM
T'was a magazine article that did the whole XMEN city thing using blocks.
Lemme see if I can locate the scene for y'all :D

06-01-2007, 02:46 AM
sounds sucks im lightwave every is geting really longer and longer

Wow. I honestly have no idea what this sentence means apart from "I'm not happy with Lightwave's sound handling"!

Erm. What did you mean, sirius?

06-01-2007, 02:46 AM
Found it, was an old NTekPro article.
Chose RAR format because it's a LOT smaller than the resulting ZIP file.