Hi,
Right now we're doing a papercut image and our workflow looks like this:
1) Generate path in illustrator
2) Clean up and import into 3ds max
3) Extrude path a little for thickness of paper
This workflow has huge disadvantages when it comes to complex shapes. There are countless self intersections and messes like that.
Now what would be phenomenal is if we could just take an alpha map and extrude that one as real geometry. Like when you make a plane, map ana lpha of a leaf texture on it, then apply a shell modifier. Only that the resulting geometry wouldn't be an extruded plane (cuboid) but the actual shape of the leaf extruded.
Does that make sense? Is it possible? That in junction with the VRayEdgesTex as bump so we can have a little rounded edges effects would be cool. Now if there's a way to make quad geometry out of an alpha map that would be even cooler so it can be distorted and such. But I guess that is too much to ask of a render engine :P
Right now we're doing a papercut image and our workflow looks like this:
1) Generate path in illustrator
2) Clean up and import into 3ds max
3) Extrude path a little for thickness of paper
This workflow has huge disadvantages when it comes to complex shapes. There are countless self intersections and messes like that.
Now what would be phenomenal is if we could just take an alpha map and extrude that one as real geometry. Like when you make a plane, map ana lpha of a leaf texture on it, then apply a shell modifier. Only that the resulting geometry wouldn't be an extruded plane (cuboid) but the actual shape of the leaf extruded.
Does that make sense? Is it possible? That in junction with the VRayEdgesTex as bump so we can have a little rounded edges effects would be cool. Now if there's a way to make quad geometry out of an alpha map that would be even cooler so it can be distorted and such. But I guess that is too much to ask of a render engine :P
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