Tried with soap skin bubble plugin.. this is the results.. and isn't what i want..
Latest posts made by orei
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RE: Create a Inflatable Greenhouse Wall
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Create a Inflatable Greenhouse Wall
Hi my friends, i have to model a Greenhouse made with steel and Inflatable translucent plastic wall.
Like the picture attached..What kind of command or plugin/extension could use to simply model that curved surface?
I have to start from a sqare, flat, plan and then, make a "convexity" shape (sorry for english word..).Hope you could undestand what i mean.
Thanks my friends
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RE: [Plugin][$] TopoShaper - v2.7a - 01 Apr 24
@fredo6 said:
@orei: the spikes are due to singular points with very different altitudes compared with immediate neighbours. TopoShaper CloudPoints generates a surface passing through the points.
My suggestion would be that:
- you generate the group of isocontours from the triangular mesh (an option in TopoShaper Cloud)
- then from the isocontours group, you generate a quad mesh terrain, using the other tool of TopoShaper.
This will smooth the spikes
Sorry Fredo, tried to do what you suggest, but nothing change. I generate the group with triangular mesh (how always i did) and peek and deep are present. After that, used the quad mesh terrain, but peek and deep still present.
Could you, please, verify those things with my skp file previously attached to last post?
Thanks mate. You are the best!!!
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RE: [Plugin][$] TopoShaper - v2.7a - 01 Apr 24
@kenny said:
If you only have a limited number of these points above the terrain causing the spikes then delete these points before running Toposhaper.
I have some deeps and some peeks. I don't know why this happened.
I know that i can move up and down these points to get a level.. but i would like to understand how to evitate those problem.Why suggest to use triangulate point instead of toposhaper? toposhaper is much better than triangulate point for this, or not?
Thanks mate!
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RE: [Plugin][$] TopoShaper - v2.7a - 01 Apr 24
Hi my friends,
i have a little problem.. i tried to model a cloud point to get a soil.. everything ok, except some peek and deep that the plugin generate, and i don't know to get rid.
You see in the attached screen, and in the skp file with point.
Hope in your help! Thanks man!!
PE_9064 - MODELLAZIONE TERRENO_light.skp
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RE: Too many artifact.. why??
@neshxy said:
Hmm.. weird,i was positive that wall was not single surface. What happens if u check View - hidden geometry ? Or can you right click on wall, go to texture- position and see if it is stretched ?
Higher values of HSph subdivisions in irradiance map give smoother results, and maybe you can, in car paint material, raise material reflection subdivisions for same reason.
Attached here a screencapture of model with hide lines construction.
How you can se, i haven't a triangulate face.
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RE: Too many artifact.. why??
@neshxy said:
Hi Orei.
Im not sure, but to me it looks like walls of your house are divided into triangles and for some reason texture in one triangle is stretched. Maybe try manual texture correction.
About car, could be some issue with material or maybe you need higher hsph subdivisions for smoother results in vray.
Hi, i've already tried to see that.. but the face is unique. A planar face. Material got litlle bump and displacement.
What do you mean with "try manual texture correction"?
Try to increase hsph subd.
Thanks for the answer!
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RE: Too many artifact.. why??
No one could give me an answer about this??? Come'on...
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Too many artifact.. why??
Hi my friends, i've a question for you.. i'm a noob.. and i can't understand why have theese artifacts in my render.
The texture over the wall is only one.. but how you can see isn't uniform.. and.. the reflection over the car give some problem.
i use standard vray options for external, MAXIMUM LEVEL.. so.. for hq image..
but nothing change..
thanks my friends!!