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Efficient ragged book pages

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  • Efficient ragged book pages

    Anybody have any tricks for dealing with pages of a storybook that need to have ragged edges? The pages need to animate slowly-- flipping to the next page. Each page need to have a unique raggedness to it, and the pages need to have thickness.

    Clip maps textures won't let me have thickness-- unless somebody has a work around for that?

    Thick pages with modeled-in ragged edges would be pretty heavy for animation.

    Any thoughts?

    Thanks.

  • #2
    ... there was this displacement technique, where you can define the depth and you can set the cutoff range so you have a holes and thickness. Maybe one way. so you don´ t need to worry with heavy geometry.
    Saw once that a kind of lace doilies has been made like this and it was looking pretty cool.

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    • #3
      I know I can do that with like an inset copy of the outer edge shape, and displace to add an edge, but when I do that it does not have a back. It becomes more like a bottle cap, where the outer edge is extruded downwards, but the back of the page is open-- has no geometry "cap." Was there a method to get that thickness so you could see it from the side and both sides are capped? I mean I could do an interactive Shell modifier applied last, but that sometimes has its own issues.

      Oh, the cuttoff range... Interesting. I will have to play with this. This may have some promise. Thanks.

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      • #4
        Originally posted by Joelaff View Post
        I...but when I do that it does not have a back. It becomes more like a bottle cap, where the outer edge is extruded downwards, but the back of the page is open-- has no geometry "cap."
        Oh, the cuttoff range... Interesting. I will have to play with this. This may have some promise. Thanks.
        ah, I know what you mean I thought maybe so thin, it won´t be visible, but while slow moving... well, just in theory - never test ed it: double side materials may do something here? (Maybe you have to invert a map instance to play against the normal direction)
        Maybe laet know what you ended up with? =)

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        • #5
          I don't know whether a variation on this would work for you but it ends up being fairly tweakable/randomised.
          This is just based on one base model based on a box with scale down edge thinning, subdivided to add jagged edges, retopologised/optimised to taste, then added noise seed to edges only.
          Attached Files
          https://www.behance.net/bartgelin

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          • #6
            That looks very nice. What do you mean by “scale down edge thinning” ?? fixeighted

            Thanks.

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            • #7
              Yeah it looks ok...I actually did a little upgrade with some worn page textures I found, so that added a lot, but it's really down to what reference you have that you need to work towards.
              All I mean with the edges is to scale down the thickness at only the edges, where it'd be naturally thinner, like heavy grade watercolour paper (that I remember using years ago)...so it tapers to the ragged edge.
              I did play around with adding some fur for the odd fibre, which can look ok too. Options....
              https://www.behance.net/bartgelin

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              • #8
                Could you use vray fur on the edges to give it some frayed fibers?

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                • #9
                  Thanks for the info fixeighted

                  Yes, fur is definitely in the cards for a little roughness. Always works well for that, when used judiciously.

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