Max Modelling ... any idea ?

Hi,

I am just Modelling a a athletics stadion for an architektural kompetition in singapor.

now…

what i want to do is aplying a push to only some of the selected edges of my geometry.

This far no problem. of course..

but now i want to have a unsemetrical push on those vertexes.

something like a softselection as a gradient, but over the whole geometry, so that only the selected points get pushed, but on the one side of the geometry stronger but on the other …

do you have any ideas ?

what i would like to have is some sort of procedural modelling for the sceiling of the stadion…

tom

FFD 4x4x4 maybe?

well i could use a polyselect, and tell the ffd, only to use the selected vertices.

But this way , i wouldnd have any control over the amount of the push,

and they want to rebuild the new acad model from the 3d model…

arghhh

Tom

poly select and paint deformation?

simplest is probably to detach the faces you want to push out and then do the soft selection AS your gradient for the push.. then recombine the mesh back together after.

assuming i read the question right :slight_smile:

Hi thats maybe a good idea

Well, otherwise, i would have to do a gradient over a selection which right now in max doesnt seem to be possible

thanks

Tom

Well now i got an idea !!!

I would very much like to make this thing procedural.

made Geometry, copied it , used a vol selection modifier with softselection and put a push on top.

The overal geometry deforms like i want.

what i now need is to bind special points of one geometry to the other deformed geometry.

is this the linked x form modifier
to get the effect ? or seems this to be very unhandy because i would have to bind each single point with a single modifier to the secound geometry
?

hmm

Tom

Gradient map used in a volume select modifier?

Now i´ve got a first solution

first a create a copy of my object to which i ad a volum selection modifier with falloff. secound on top my push modifier, so that the whole geometry gets deformed unsemetricaly.

now i first turn of the modifiers for the deformed object so it gets back to the original shape.

now i put a selection modifier on my real geometry and on top a skin-wraper, to which i bind my driving … deformed … geometry.

now turning on all modifiers, my stadion gets unsemetrical deformed , but only the edges or points i wanted..

this seems to do it.

Tom

u lost me…
i think i need some step by step screen shots with so many modifiers!:lol:

anyways…glad u got it going!

Ah sorry,

i can´t upload anything at the moment to my website :frowning:

ill do it later..

thanks again

Ok,

here we go.


this image shows the copied geometry, using a vol sel with falloff


here you can see, i also can put in a value for the push overal, that combined
with the vol sel lets me drive the push proceduraly


i copied the driving geometry as an instance to the right
here you see, i used a polyselect , to let only the wished points get pushed out.
the driving geometry is linked to those points with the skin-wrap modifier.

its rather simple after i found the way..

http://www.tom-schuelke.com/forum/stadion.rar

Tom :smile:

thanks a bunch…

:wink:
i m taking a closer look right now…

In my opinion a surface loft with 2 cross-sections would be the most obvious choice for creating this shape.

Marco

2nd that, loft = lots of control