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How To Extract Edge Loop Shape From A VrayDisplacement Object?

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  • How To Extract Edge Loop Shape From A VrayDisplacement Object?

    I want to be able to extract a shape out of a displaced object that has vraydisplacement modifier.

    In other words, I have a sofa and cushions has vraydisplacment and I want to add seams on the edges by extracting the edge loops as shapes.

    But I can only extract this on the non-displaced geometry. I wondered if there can be any work-around for this.
    for my blog and tutorials:
    www.alfasmyrna.com

  • #2
    How about temporarily adding max's own displace modifier (subdividing the mesh beforehand with a Tesselation or TurboSmooth modifier), trying to achieve similar settings for the displacement and extracting the shape from that? Once the spline is created, delete those extra modifiers (or just turn them off).

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    • #3
      I already tried this but it doesn't work the same way I guess.
      for my blog and tutorials:
      www.alfasmyrna.com

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      • #4
        I don't think you can, unless you find a way to bake the vray disp into the geometry.. I think what you can do, if the object's been sculpted in mudbox or zbrush, is import the detailed mesh into max, and try to work with that. you can maybe import only the relevant parts, trying to keep the mesh as light as possible..

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        • #5
          Thanks for this method. I sculpted in Zbrush. Will try the method you advised.
          Though it will be hell to import so many poly inside max
          for my blog and tutorials:
          www.alfasmyrna.com

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          • #6
            eh, I can imagine that you could even try to import only the relevant parts of the objects where the seams will be placed, and model the new geometry from there with the topology tools. might be easier than trying to extract shapes from the edge loops of a tessellated from zbrush I guess..

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            • #7
              Yes I will try this.
              Whichever method, it will cost lots of time...
              Sometimes you leave something thinking that it will be very easy but it takes long time.
              for my blog and tutorials:
              www.alfasmyrna.com

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              • #8
                I see what you mean, I usually model the seams in max before exporting the base mesh into the sculpting program. then I'll only have to model creases and folds, freezing the seams so that they don't get deformed as well.

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                • #9
                  Yes that was the thing I missed to do. I will never forget my lesson
                  for my blog and tutorials:
                  www.alfasmyrna.com

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