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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I am considering putting together a filter that you can use to construct complex objects with in multiple passes along the line of:



Building something one element at a time, such as this teapot from five different basic elements, combining bump maps, which represents the height of the final object:



Which would have textures applied to it as well.

Now, the basic concept I have is to make (at least) two filters, one that constructs the object (Simple filter) and one that creates the shaded dimensional object (Surface filter -- or a simulation surface filter done as Simple filter).

What I am mainly talking about right now is the constructor filter, call it "Object Constructor."

I wanna have some basic primitives -- sphere, cube, cylinder, pyramid, cone, torus -- as the basic building blocks and use envelope distorts -- skew, taper, bend, bulge, wave, etc. -- as the the main building method.

What I am asking for some help on is ideas for different basic distortions that you can make to an object in a 3D program. Not the fancier "effect" ones like "melt," but the most basic ones that are useful for constructing an object. (Preferably with an image showing what it looks like in case I don't know it.)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Skew/Shear, Stretch, Taper?, Invert... Yeah? smile:)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
ThreeDee wrote:
the most basic ones that are useful for constructing an object.

I'm not sure if I'm quite following you.....Booleans would be the first ones to come to mind.....blending of the surfaces to each other so that the parts look more continuous as one object.....pinch/pull.....metal, glass, ceramic textures......etc....

If you mean different objects that can most easily be made from the base.....flasks/vases with handles, ornamental protrusions, flanges.....

Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Hehe, I just realized you had already said some of the ones I had mentioned. smile;)

Hey what about hollow? (Some of my ideas I am getting from SL's building engine)
And... Cut? Just take a float value of a pie slice and cut it out. 100 would be all gone, 33 would have 1/3 of the object just loped off...

Don't forget rotation. smile:)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
StevieJ wrote:
I'm not sure if I'm quite following you.....


By envelope distortions, I mean things like this:



The original object, seen at top left, is a box (or a cylinder) in this case, and the derivative shapes would be done with different distortions; bend, arch, bulge, etc. The original object could be any primitive, like a box, ball, cylinder, pyramid, etc. The distortions in this image are from Illustrator, but I'm sure there are others commonly used in 3D programs that I don't know about.

So I am asking: what other distortions are there that 3D program users find useful?

(Preferably with a screen capture to show what it looks like.)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
pinch, warp, skew (in several different directions/planes), bubble, convex, concave, wrap, crush, expand (opposite of crush), twist, curl (edges or corners), separate/split/carve/cut (along the different axes), mangle, mince (chop into little pieces), bloat (almost the same as bubble, though bubble can be more than one where bloat is a singular action), serrate and maybe some more later.

not all of those are truly what you asked for and i do see that ou already have several, but i just threw the kitchen sink at it in the hopes of stirring the imagination.

oh, and spherize smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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