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Hi there! ┬áRecently, I came across a rendering that I found fascinating. It was of a bunch of teapots of different colors, in the description a plug-in for 3ds max was mentioned and the first thing that crossed my mind was, whether this could be easily done in modo. Well guess what! It can! Let’s crunch through some basic breakdown of this scene. There are 2 main problems. The geometry, arranging a bunch of items so that they don’t intersect and the materials, assigning random colors to these items. Well… and a third one… how do we do both at the same time. What we can use to color our teapots seemingly randomly is to use the replicator item in combination with a gradient, but first, we need to arrange the replicated items in a way, that they don’t intersect. This is where I came up with a little trick. Look at the image bellow: I put a single polygon inside the teapot mesh, exactly where the teapot’s center and pivot are. To be able to easily select this polygon in later steps, I added it to a selection set. In the image bellow, you can see an array of […]
Hello everyone! Since the first tutorial was a success, we’re back with another brief tip. There were some attempts to make this work even easier and in more directions. Of course, it would be no problem to have as many Weight maps as you feel you need, but for every transformation, one has to select the correct map, which can, at times, be tedious work. It might be better idea to do some more work at the start that saves us a lot of work in the long run. So here is the solution, that can make this model even more interactive and easier to change! We start were we left of in the first part of this tutorial, with a Weight map, that drives the length deformation of our window (could be any other mesh of course): Just like we did in the first part, we create a second Weight map, called height, and set the desired Weight values to the various parts of the mesh ( only 0% and 100% in our particular case): Now comes the fun part! The Weight map can be used to drive the deformation of the mesh through a locator. We can create […]
Recently, I was working on a project that required lots and lots of windows of different lengths, all of them divided into 2 or 3 equal segments. I figured, it would take a lot of time to fit every single window manually, and moving the center profiles by a fraction of the total movement to make the parts equally long. The situation looked something like the picture below. (Notice that I placed the Center-point into one corner of the window… thanks to this, it is easy to snap the corner of the window to a corner of the wall-opening even in item mode)   The idea was to use one of modo’s great features, the falloffs. Of course the linear falloff wouldn’t do, since I needed the shapes of the profiles and the handles to stay the same, and positioning the falloff for every new window again would be a lot of work as well. Luckily for me, the Vertex map falloff was ideal for this kind of task. What it does is to give every vertex a value in per cent, if you then make a transformation with the falloff and corresponding vertex map on, the transformation gets multiplied […]