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DominikS

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  • First Name
    Dominik
  • Last Name
    S

HW | SW Information

  • Renderer
    Arnold
  • OS
    macOS 10.15
  • CPU
    Intel Core i9 3.6 GHz
  • GPU
    Radeon Pro Vega 48 8 GB

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  1. Wow. Thanks for you early review! Even 2x could be a game changer, but 10x sounds awesome. I need to check that on some of my projects, but I'm happy when I get 2x anyway ...
  2. Wow, thx @Zerosixtwosixthat's really an interesting setup! Even if I don't use it with this project, I will come back to this in the future!
  3. @HappyPolygonYeah I thought about ropes too, but I wanted something that's a little more easy to control. So currently I try an emitter with a tracer and some turbulence. And this actually works quite nicely to create those strands. Maybe that's the way for me to go. Thanks anyways for your suggestion. @MashFor the cable itself, I had great success using the spline wrap. I completely forgot about spline wrap. So thanks for your input as well.
  4. I don't need to animate it. Also I do not need to cutaway parts from the outer sheath. So I don't need to run the cables all the way along the rubber hose. I definitely need the splayed end. Actually, I need even more control over the ending than the image suggests. This is because it should be possible for the fibers not only to spread out as evenly as in the picture above, but also to clump a bit and then these clumps are basically new strands. See the attached sketch. Thanks for your help so far.
  5. Hi everybody, I am trying to build a graphic like the one attached. But I do want to keep at least the base splines or whatever as procedural as possible. Simply because the individual fibers should be able to be randomized in length and also in their flow and direction. Also the whole cable should be able to bend. I hope this makes sense. I quickly tried a few things like using hair as a base, or traditional modelling and rigging but I don't really know what the best workflow would be. I don't have a problem to convert to polys at some point, but want to keep the procedural setup as long as possible. I am thankful for any advice!
  6. This is an awesome list of overlooked features. You're usage of the Polygon Reduction tool is interesting, also I have never tried the sculpting projection tool. Thanks @HappyPolygon
  7. Thanks @imashination for your explanation – that makes sense! I guess there is no option to increase the amount of detail for the z-buffer? Or is there any workaround for a better viewport result? I find that very confusing when modeling ...
  8. Thanks, @Cerbera But I think we talk about two different things. I mean the lines marked in the image below. Why are these little line parts visible? The corresponding geometry is hidden inside the other cylinder ... Its even more clear if I zoom in and out ...
  9. Hi everyone, I am always wondering about why parts of the wireframe lines are visible in the viewport although they actually shouldn't be visible. If you look at my example image, I had two cylinders with the same radius, just rotated. As you can see the lines don't stop where they meet, they are a little bit longer. If I put both of these cylinders inside a unite boole, the wireframe is correct. Why is there a difference, I don't get it. Any ideas or explanation? Thanks!
  10. Hi @Cerbera, that's an awesome technique that works amazingly well 🙂 Thanks for pointing that out. Nonetheless it's not quite what I want. I mean that would probably help me get the desired result, but it's not really how I would like to get there. Here's why: I am actually super happy with the result of the cloth sim and I am also happy with the wrinkles it produces: The only thing I am not happy with is that I can't get this flat seam part to work. Basically this is what I want (again mocked up in PS): In order to achieve this flat seam part, my thought was to use the belt tag, which also kind of works: The only problem is that with the belt tag those points don't move at all. And actually I want them to move, so the could follow the form as in the .gif above. I just don't want those points to inflate. So obviously the belt tag is not the right tool. What I am kind of looking for is a way to specify which parts are effected by the inflation (actually the negative attractor). Now, I could probably model the basic pouch mesh very easily manually and then add wrinkles like you described, but ultimately I would like to use the inflation as part of an animation. Right now I use this only for product visualization stills but I am searching for a solution that would work as an animation too. And the cloth sim seems so tempting – if I just could get this seam part to work 🙂 Maybe you have some more ideas about this? I'll try @HappyPolygon‘s idea in the meantime! Thanks guys!
  11. @HappyPolygonThanks for your help! No, I haven't tried it with pressure. Will have a look at this a little later 🙂 And sorry, I misspelled "desired". So what I wanted to say is that the flat seam parts are desired and they should not inflate, however they should still move in space like in the picture in the right lower corner. And I also want to keep the wrinkles! I made a quick mockup in Photoshop (just liquified the screenshot from my original post). So basically it should look something like this (normally I do that with sculpting, deformers, etc. after the cloth sim but eventually I would like to do it just with a sim.)
  12. I asked this quite a while ago, but still haven't found a better solution than to manually sculpt it. Any ideas? Thanks!
  13. @Cerbera I am not the OP, but after seeing all the effort you put into answering those question and wanted to say THANKS. This is super useful information!
  14. Hi, I'm in the middle of modeling a lot of different pouches for some packshots. I usually start with a flat base shape (see attachment) and then "inflate" it with a cloth simulation using an attractor force with negative values. That actually works quite well and is even art directable to a certain degree. But for this particular packshot I need a flat surface on the outer edge of the pouch. This is basically the part where in real life the material is welded together. Now I tried to pin the points with the belt tag and via the cloth tag itself but although the pinning works great, which means that these parts do not inflate, they also don't move. And I don't want that. I want them to follow the shape more organically. (Like in the lower right hand corner of my attachment.) Even though a lot of the belt tag and cloth tag settings can be used with vertex maps I haven't found a way to inflate the object only in those areas that I specified. Maybe that's because the setup I use is not suitable for that kind of task, but I wish there would be a solution for that problem, because the overall outcome is actually exactly what I want. And I know I could model or sculpt that seam after the cloth sim, but I in reality I have more complex shapes than in the attached example ... Any ideas or tips that could solve this? Thanks for your help! Cheers, Dominik
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