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Metaballs.... What about lines

Metaballs.... What about lines

2005-04-12       - By Guillaume Laforge

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Reply:     1     2     3     4     5     6     7     8  

>Actually, as a temporary patch, Just being able to generate and control
>single hairs with no segment limits from curves (and no requirement for 3
>curves) would go a long way, and it would let you shade them a fair bit
>with
>vector states.

Yes ! With hair primitives it would be perfect. We just need a different
type of generator than "selection" and "curves". A "one hair by curve" one
;-)

Cheers,

Guillaume Laforge
CG artist
www.vol2nuit.fr






-- -- Original Message -- --
From: "Raffaele "ThE_JacO" Fragapane" <jaco@(protected)>
To: <XSI@(protected)>
Sent: Tuesday, April 12, 2005 9:38 PM
Subject: RE: Metaballs.... What about lines


> The problem is that that thing is incredibly heavy and will also add to
> the
> scene data.
>
> The first comparison coming to mind are hair primitives, how much more
> effective they are then generating the same stuff with pure geometry in
> your
> scene.
>
> Differences in rendering times and adaptivity, between meshes and
> rendertime
> curves, are also relevant.
>
> Last but not least access in the rendertree to lines as shadable entities
> would SERIOUSLY help in some situations.
> If you never had a chance, a couple of days playing with the way Houdini
> manages this would literally blow you away
>
> Said that I haven't needed them so badly yet, not in any of the projects
> I've taken on over the last few years, but I'm sure if one of these days
> I'd
> need them I'd probably resent not having ever mentioned the issue.
>
> Actually, as a temporary patch, Just being able to generate and control
> single hairs with no segment limits from curves (and no requirement for 3
> curves) would go a long way, and it would let you shade them a fair bit
> with
> vector states.
>
> P.S.
> Not addressing you in particular Guillame, it's great that you're being
> constructive.
> I was just randomly blabbering at the issue because I'm bored and waiting
> for the farm to chew on some stuff.
>
> ~Raffaele Fragapane
> ~Lead "I'm sure we can make it work"
> ~Peerless Camera Company
>
>
> -- --Original Message-- --
> From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
> Of
> Guillaume Laforge
> Sent: Tuesday, April 12, 2005 9:45 PM
> To: XSI@(protected)
> Subject: Re: Metaballs.... What about lines
>
> I don't know C4D rendered curves but the 3ds max "rendered lines" looks
> like
>
> some extrusions along curve in XSI...
>
> So here is a possible  workaround :
> - Create a circle to control the thickness/subdivision of the "rendered
> lines" then select all the curves you want to render.
> - Run this script
> http://www.philbarrenger.com/tutorials/beggin-script/begginerscripttut.js
> - Pick the circle et voil�.
>
> Curves are not lofted at render time but it can do the job.
>
> Cheers,
>
> Guillaume Laforge
> CG artist
> www.vol2nuit.fr
>
>
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