I am interested more in the surface holes than the shapes.
I'm guessing these were likely done in ZBrush but I'd like to try something similar in LW.
Any ideas or thoughts would be greatly appreciated.
Thanks Much!
BradC
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I am interested more in the surface holes than the shapes.
I'm guessing these were likely done in ZBrush but I'd like to try something similar in LW.
Any ideas or thoughts would be greatly appreciated.
Thanks Much!
BradC
[/url]
Last edited by BradC; 09-27-2020 at 11:55 PM.
Boolean operations subtract one mesh from another.
Place source mesh in the foreground layer. Another mesh in the background. Use boolean subtract from Construct menu IIRC.
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Modeling as sensei described is one way, using VDB booleans in layout is a newer way that could be more interesting, especially with displacements already there in mind.
This assumes you have at least the 2019 version with the VDB tools.
Check this instruction, around 4:07 in the clip, some boolean subtract...you do get pretty much realtime responce of the subtraction and can move the subtraction with direct feedback, which you canīt in native modeler, unless getting 3rd powers tools (commercial plugin)
You can also do this with realtime feedback in another free software.
Texturing you should do after you are finished with the booleans.
[QUOTE=prometheus;1601473]Modeling as sensei described is one way, using VDB booleans in layout is a newer way that could be more interesting, especially with displacements already there in mind.
This assumes you have at least the 2019 version with the VDB tools.
Thank you all for taking the time to post your suggestions, I appreciate all of them.
I did try regular booleans without much success.
Even tried an old script called Cookie Cutter to create a flat plain and then form it somewhat.
That was closer but rough looking and made a very poly dense object.
Prometheus...Wow! I think your suggestion of using VDB may be the best approach yet.
I've never used VDB and will start experimenting with it.
I did watch the video tutorial you posted...Thank You very much for that!
What I will try is to first place the small hole making object via clone to points and use those placed objects as the subtractions with the VDB boolean operation.
Being able to move those objects in real time and changing the parameters with VDB offers more options than I was aware of.
Thank you again for enlightening me to VDB!
Cheers, BradC
This looks like a process.
Boolean the big stuff.
Displacement maps for the smaller stuff.
Bumps for 'the look'.
If your object is uv mapped, the pits could be done with maps without much futzing about. The larger cuts/removed sections, though, remain the realm of booleans.
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Thanks Robert!
Displacement maps for the small pits might work.
Not really interested in the shapes, going for the smaller pits and overall surface.
This could be relatively easily done with 3rd Powers Meta Mesh tool ...
https://www.youtube.com/watch?v=ctESAMUQYv8
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One of the tools I still may be interested to invest in actually, even though you can do realtime booleans with vdb, and use other free software for realtime booleans without vdb.
Itīs just the ease in workflow and the abililty to use subpatch that is so nice, how it performs with none subpatch meshes, but high density meshes freezed, that I wonder?
You could try something like this: https://docs.lightwave3d.com/lw2020/...umetric-cheese
B
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Good sample,
Though it is quite a bit slow to use, and it doesnīt update if you change the size of the shape primitive in itīs properties panel, neither displacement height, unless you disconnect the grid and attach it again, or move the primitive or scale it in the viewport.
Would be awesome if it could work a bit faster and actually updating properly when changing displacement height.
I think the volume spheres are a bit messed up though, they do not correspond correctly to the node setups, so while I was tweaking on one node, I could not see the effect since it wasnīt the correct one.
Node volume 4 is connected to volume 6 etc.
but when you select the corresponding volume in scene editor, it picks a completely different volume than the one that affects the hole.
Also, each sphere needs to have a procedural texture added and connected to the displacement input in itīs surface material, that is where the displacement are, the strength is however set in
the shapes displacement strength.
So when all of these elements arenīt matching, it is hard to select the right stuff and get the right tweak.
Unless he wantīs just round holes that is, otherwise displacements are necessary.
Last edited by prometheus; 09-30-2020 at 03:31 PM.
There are also dpontīs boolean shader plugin, though I think it may be broken, not sure he updated it, my version isnīt working in 2019 though..not on standard material, have to check it more.
itīs both a boolean you can use as deformation, and clipping with transparency..
https://dpont.pagesperso-orange.fr/p...n.html#Boolean
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