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    Is it possible to model this material in sketchup?

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    • S Offline
      skaught
      last edited by

      http://farm4.static.flickr.com/3282/3093541640_11376e5f24.jpg?v=0

      Hello again, I'm hoping to get some of your opinions on which technique I should be using to model this material...as I am clearly failing to do so.

      I tried creating the horizontal grooves and then using the FFD plug-in to distort the grooves vertically, but I think it may be to complex for the plug-in.
      I also tried using the smoove tool and also had no luck....although I'm not very good with the sandbox tools.

      http://farm4.static.flickr.com/3128/3093541684_c435e12808.jpg?v=0

      I think I am going at this the wrong way...any suggestions?

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      • Chris FullmerC Offline
        Chris Fullmer
        last edited by

        How was this designed? Do you have the xyz information for the rows? I'm thinking that if you had profile lines that show the y and z movement of each line, you could run a circular face with follow me along each line. Then intersect them all and clean up the leftover. I'll try to post an example of what I'm thinking of,

        Chris

        Lately you've been tan, suspicious for the winter.
        All my Plugins I've written

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        • S Offline
          skaught
          last edited by

          Chris,

          I don't know how they design this product and I have no knowledge about any xyz info. I will probably re-do the grooves to match the sample more closely, but I first wanted to see if I could do it at all. I don't think I am capable at this point to use the follow me tool trick you mentioned unless there is a way to make the grooves expand and reduce horizontally as I pull them along the paths, and match up somehow with the ones above and below it....But, I'm curious to see what you mean exactly.

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          • M Offline
            mirjman
            last edited by

            I think the pencil tool is your friend here.. I would draw several equally spaced sections through the object, then connect the verticies along the sections. Since the pattern is highly repeating, you would only have to draw the smallest unique section then tile it

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            • S Offline
              skaught
              last edited by

              http://farm4.static.flickr.com/3215/3092871015_991d13df89.jpg?v=0

              I'm getting pretty close here. I tried taking the flat grooved edge and using the follow me too along a curved line. Then when I went to distort it with the FFD plug-in to get the grooves to expand and contract it worked fine.

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              • Chris FullmerC Offline
                Chris Fullmer
                last edited by

                That is looking pretty good. I am wondering if the original model acutally has as much left to right meandering of the lines. I was seeing it as mostly a stright line that moves up and down. But perhaps there is a bit of left to right meandering too.

                At any rate, that looks really good and clean.

                Chris

                Lately you've been tan, suspicious for the winter.
                All my Plugins I've written

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                • Chris FullmerC Offline
                  Chris Fullmer
                  last edited by

                  Here is a model that quickly shows it and I tihnk it is succesful.

                  Scene 1 - Create profiles of for each groove showing how it moves up and down.
                  Scene 2 - Add a circle to each profile to use with "follow me" tool.
                  Scene 3 - Now make the circle follow along the profile path
                  Scene 4 - I added the large faces to help clean up each end of the model. Then select everything and "intersect with model".
                  Scene 5 - Final, after deleteing all un-needed faces.

                  Some tips. Mine would have come out better if I had put the lines closer together and therefore used smaller circles. The undulation in the example you provided moves up and down a good 4 or 4 times the diameter of the circle I think. So more up and down movement, smaller circles by putting lines closer together. Also, take time to make to make elegant profile lines. Use the bezier tool to make the undulation nice and smooth and gradual.

                  Hope that helps,

                  Chris


                  crazy followme.skp

                  Lately you've been tan, suspicious for the winter.
                  All my Plugins I've written

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                  • S Offline
                    skaught
                    last edited by

                    It is pretty meandering lol, but I think I can do it right next time. Thanks for helping me. My next giant hurdle will be to make a box out of this stuff and have all of the grooves line up. It sort of makes my head hurt when i think about it.

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                    • S Offline
                      skaught
                      last edited by

                      btw...your sketchup file wasn't there before...I just opened it and it's awesome....although i still can't figure out exactly how you did it.

                      Thanks again.

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                      • Wo3DanW Offline
                        Wo3Dan
                        last edited by

                        If you are still looking, here is my attempt in attached model.
                        I think I can do better now after this first one, adding a few steps to it, getting closer to the real thing.

                        Wo3Dan


                        sanddunes.skp

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                        • S Offline
                          skaught
                          last edited by

                          looks damn good! There are a few different variations of this material and your model looks pretty much exact to a # of them. If you scroll down this link you can see some of the ones that match.

                          http://www.interlam-design.com/Art_Product_Search.cfm

                          It's a pretty bada$$ product.

                          How did you do it?

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                          • S Offline
                            skaught
                            last edited by

                            How do you slice geometry? and what is the purpose of doing that....outside of this particular situation?

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                            • R Offline
                              remus
                              last edited by

                              The easiest way to 'slice' geometry is to get a load of planes that intersect th surface, select the whole lot->right click-> intersect with selected. Youll then need to delete any unwanted geometry.

                              The purpose of this is to create more control points for FFD to work with, as it can only distort corners and not lines, so by intersecting the model with lots of planes you are creating lots more corners for the plugin to work on.

                              http://remusrendering.wordpress.com/

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                              • S Offline
                                skaught
                                last edited by

                                ah ha! knowing that helps a lot! especially when using FFD to distort flat shapes smoothly and accurately. Great to know that, thanks!

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                                • Wo3DanW Offline
                                  Wo3Dan
                                  last edited by

                                  @skaught said:

                                  looks damn good! There are a few different variations of this material and your model looks pretty much exact to a # of them. If you scroll down this link you can see some of the ones that match.

                                  http://www.interlam-design.com/Art_Product_Search.cfm

                                  It's a pretty bada$$ product.

                                  How did you do it?

                                  skaught,

                                  (sorry for the delay.)
                                  Here is a model explaining how it can be done with only SU + sandbox tool.
                                  The technique is simple but laborious.
                                  One note. With the smoove tool you can input an offset. But unlike with other tools you type the value first and then release the mouse button.
                                  See this model in 3DW:
                                  http://sketchup.google.com/3dwarehouse/details?mid=68b60c0a964174c5b2dd3120ca5e0662

                                  Wo3Dan

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                                  • G Offline
                                    guzman tierno
                                    last edited by

                                    Your material may be approximated as the sum of two types of waves, the big ones and the tiny ones.
                                    The big ones are a sin function, while the small ones have some cusps.
                                    I wrote a formula for your material:

                                    z = ( ((x-floor(x))*2 - 1)^2 - 1 )/3 + 1 * sin(x/2 - y/6)

                                    it reproduces the dunes of your material,

                                    you can have a look at the result in the image or by going to
                                    http://www.archimy.com/ and pasting the code

                                    
                                    tmin = -12
                                    tmax = 12
                                    tgrid = 2000
                                    
                                    x = t
                                    z = ( ((t-floor(t))*2-1)^2 - 1 )/3 + 1 * sin(t/2 - y/6) 
                                    
                                    

                                    ["Floor" stands for the "bigger integer number less than"]

                                    You can change the numbers to tune the result:
                                    z = ( ((t-floor(t))*2-1)^2 - 1)/3 + sin(x/2 - y/6) * 1

                                    y/6 -> change the 6 to change the angle between waves
                                    ( ((t-floor(t))*2-1)^2 - 1)/3 -> change the 3 to change small waves height
                                    1 * sin(x/2 - y/6) -> change the 1 to change big waves height
                                    x/2 -> change the 2 to change the ratio between small and big waves

                                    You're allowed to use decimal numbers.

                                    I dont know how to draw a graph in SU.

                                    Hope this helps.


                                    dunes.jpg

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                                    • G Offline
                                      guzman tierno
                                      last edited by

                                      I can imagine some improvements to the function but
                                      I didnt want to make things too involved.

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                                      • S Offline
                                        skaught
                                        last edited by

                                        holy crap I have a lot to learn...

                                        will be back!

                                        edit: I seems a little ridiculous to just keep saying thank you again and again...but damn, thank you again. I guess I can't really say I'm teaching myself this program anymore.

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                                        • S Offline
                                          skaught
                                          last edited by

                                          too late. lol

                                          1 Reply Last reply Reply Quote 0
                                          • G Offline
                                            guzman tierno
                                            last edited by

                                            @skaught said:

                                            too late. lol

                                            😆

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