Jump to content

Dear Visitors

If your confirmation email doesn't arrive, give us some time while we manually approve your account. Support ticket is not necessary, we are checking new registrations regularly and approving if registration requirements are met.

Please read Rules & Guidelines before posting around Forums. Information we seek is minimal and in the end saves us a lot of time and we are able to provide solutions faster.

Please consider supporting us via Contributions for all the work we are doing. Contributing even with the smallest amount, will remove ALL AD's and unlock some nice features like being able to be Tipped for providing help, or file etc.

Millions of variably-sized, non-intersecting clones ?

Recommended Posts

I've changed the title of this, because the question itself doesn't appear to have much (or anything!) to do with the color shader ! Please be accurate in titling posts so they remain searchable and helpful for other members.



First, the bad news. No dynamics simulation in Cinema can handle the tens of millions of 'clones' (if that's what they are), or more specifically, the calculations necessary to push them apart and prevent them intersecting. Additionally, and I am sure it's a translation thing, but 'Interspersion' and 'intersection' mean different things ! I suspect you actually mean 'Intersection', so will proceed on that premise... anyway, because of the above, we have to think a bit 'outside the box' for this one...


This sort of artwork has long fascinated Digital artists since it first appeared around 10 years ago. Have you seen Chris Schmidt's approach to it for example, which uses hair instancing to achieve a very similar result ?




But as I recall he doesn't expand the technique as far as influencing the size of the individual instances, although I have good cause to think this is possible knowing that hair thickness can be controlled via shader map / bitmap etc, like colour and length. The main challenge here would be how you assign a greyscale value based on poly size...


So maybe that is one starting point ?


Another idea might involve creating specific topology on a flat plane, perhaps with the help of voronoi fracture or plugins like dualGraph etc, which, if you could get it to produce suitably art directable results would you allow you to extrude (or MoExtrude) each polygon on Planar Y, forming a tower that doesn't intersect with its neighbours, and can be a different size to them also.


Lastly I will venture that if you use the cloner at all with this many clones, you will be needing multi-instance mode to have any chance of that not grinding your system to a halt.



Link to comment
  • Cerbera changed the title to Millions of variably-sized, non-intersecting clones ?
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...

Copyright Core 4D © 2021 Powered by Invision Community