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How to create a virus

How to create a virus

2004-06-12       - By peterb

 Back
Reply:     1     2     3     4     5     6  


 Been using XSi for a while and lurking, and learning heaps, on this list but
have come a cropper on how to create an image of a virus.
 Sorry for the attachment, hope it's not too big. But this is what I need to
create as a high resolution still image.

 I've tried displacement with procedurals, without much success and I'm
fiddling with particles of which I know very little.

 Any pointers as to how it might be achieved or where to look for further help
would be mightily appreciated.

get primitive tetrahedron and up the geodesic frequency or so
(not in front of xsi at the moment)

select all or some polygons, perhpas in a nice pattern

extrude them along axis, disable the merge, fiddle around with the settings ...
give it some subdivisions

make a nice UV map to have a gradient from the inside to the outside
(this would be the most difficult part, select the inner polygons in the
viewport with raycast selection, and in the texture editor collapse them into a
line that you move to the bottom of the UV range, then grow your selection
(shift = ) and deselect the previous points (you ll need softimage 3D selection
model to do this without destroying the muscles of your right/left hand).
collapse the now selected points into a line and move them into place) and so
on.
Sounds confusing, but thisll get you a uv map, with you can us with a gradient,
to define the color from inside to outside.

make a shader for your object with any / several of the following:

- transvol, diffuse or other subsurface scattering shader
- incidence mapped to incandescence, or transparency
- incidence mapped to gradient
- procedural displacement, perhaps a vein combined with fractal.

that should do.

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 <DIV><FONT face=Arial size=2>Been using XSi for a while and lurking, and
 learning heaps, on this list but have come a cropper on how to create an
image
 of a virus.</FONT></DIV>
 <DIV><FONT face=Arial size=2>Sorry for the attachment, hope it's not too big.
 But this is what I need to create as a high resolution still
 image.</FONT></DIV>
 <DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2>I've tried displacement with procedurals,
without
 much success and I'm fiddling with particles of which I know very
 little.</FONT></DIV>
 <DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2>Any pointers as to how it might be achieved or
 where to look for further help would be mightily appreciated.</FONT></DIV>
 <DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV></BLOCKQUOTE>
<DIV dir=ltr><FONT face=Arial size=2>get primitive tetrahedron&nbsp;and up the
geodesic frequency or so </FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2>(not in front of xsi at the
moment)</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV dir=ltr><FONT face=Arial size=2>select all or some polygons, perhpas in a
nice pattern</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV dir=ltr><FONT face=Arial size=2>extrude them along axis, disable the merge
,
fiddle around with the settings ...</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2>give it some subdivisions</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV dir=ltr><FONT face=Arial size=2>make a nice UV map to have a gradient from
the inside to the outside </FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2>(this would be the most difficult part,
select the inner polygons in the viewport with raycast selection, and in the
texture editor&nbsp;collapse them into a line that you move to the bottom of
the
UV range, then grow your selection (shift = ) and deselect the previous points
(you ll need softimage 3D selection model&nbsp;to do this without destroying
the
muscles of your right/left hand). collapse the now selected points into a line
and move them into place) and so on.</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2>Sounds confusing, but thisll get you a uv
map, with you can us with a gradient, to define the color from inside to
outside.</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV dir=ltr><FONT face=Arial size=2>make a shader for your object with any /
several of the following:</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV dir=ltr><FONT face=Arial size=2>- transvol, diffuse or other subsurface
scattering shader</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2>- incidence mapped to incandescence, or
transparency</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2>- incidence mapped to gradient</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2>- procedural displacement, perhaps a vein
combined with fractal.</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV dir=ltr><FONT face=Arial size=2>that should do.</FONT></DIV>
<DIV dir=ltr><FONT face=Arial size=2></FONT>&nbsp;</DIV></BODY></HTML>