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Projection perspective spline cut


Rokazas
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what do you mean by projection spline cut out do you mean you want to create a spline on a wall then i would try the shape merge tool under compound objects see if that works for you?

 

 

if you're using the AEC extended then i would go on using the plus sign and segments with the edge faces (f4) and use the divide tool. this will divide the walls into segs then you can do what you want you can volt the ceiling and the walls to the way you want too.

Edited by datacrasher
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Hi,

thank you for suggestion, i tried that and result is the same as adding shell modifier enough of length to intersect with walls and then making "proboolean" -> "imprint". thats no good for me, pictures:

 

before

mwleD.jpg

after

aNC58.jpg

 

I added shell modifier, so it is easier to see how that ShapeMerge works:

CcXzu.jpg

 

 

What i want is perspective projection, not ortho, which would look something like this:

LQgUw.jpg

 

I didn`t understand 2nd part of Your answer, but if you think that after my refined question, it still is relevant and can tackle my problem- i will dig into it...

 

what do you mean by projection spline cut out do you mean you want to create a spline on a wall then i would try the shape merge tool under compound objects see if that works for you?

 

 

if you're using the AEC extended then i would go on using the plus sign and segments with the edge faces (f4) and use the divide tool. this will divide the walls into segs then you can do what you want you can volt the ceiling and the walls to the way you want too.

Edited by Rokazas
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i am not sure why you're adding the shell modifier? if you want to increase the width of the wall then go down into the segments pick one part of the wall then change the width to what you want it too be keep doing this on every single wall until they are the same

 

so you want that shape on the wall or cuts into it? shape-merge should do it once you added the edit poly if you convert down to a poly and you added the windows you will lose the openings/cuts in you're wall so i would make a new layer from the layer manager then convert you're walls down.

 

once you have it convert down to a poly then you can delete the poly from the shape-merge. or maybe i am missing understanding you

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shapemerge only works from an orthagonal projection so if you use a user viewport instead of camera, it would work great but not from a perspective projection viewpoint. It will be close but not exact. If you are trying to break the surfaces for material changes like those projected paint schemes sometimes used for wayfinding graphics, you can use camera mapping to project the texture onto the surfaces which will give you a proper alignment using mix/blend maps.

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Make sure to scale the shape up since it will get smaller when you extrude it into the distance.

 

If you're worried about distorting the shape onto the wall and would rather it be a perfect circle as an optical illusion, then u have to have to select your wall, turn on snaps, and cut over that spline shape. Then it will be perfect from that perspective view only.

Edited by cafric1
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I just used "cut" and vert snap. And got a kinda sloppy result. There's some ways it behaves that need to be dealt with carefully. In particular, I don't think it likes crossing hidden faces. There are ways to deal with that though. Maybe in your case... tedious ways ;-)

 

If the geometry plays nice, I like extrude, taper, boolean. Maybe for what you want, ProBoolean with Imprint is the ticket. That's what I used for the attached image. (Shell after the imprint. Couple small faces didn't shell well. Tweak needed.)

 

If you only need the appearance and not the actual geometry, use a bitmap texture and camera mapping.

imprint-01-01.jpg

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You're obviously attempting a Felice Varini single point projection. I wouldn't bother doing it in MAX personally. Rhino is made for stuff like this. My office has been using this technique for years and MAX can't compete with Rhino when it comes to clean, complex Boolean operations.

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Rhino has a point extrude function, which would probably be very useful in this case. I'm actually going to try this in max. The idea is, add a shell modifier, then select its top face, scale it down to a single point (0%) and align that with the camera. From there you can just scale it back from the camera point, until it intersects the wall.

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And 5 minutes later, i conclude that it works flawlessly. Dammit, if i'm so smart, how come i don't have more work :)

cgarc_bevel.jpg

 

 

So to sum it up,

 

1. Create your shape

2. Align it to the camera

3. Add shell to it

4. Scale the bottom side to one point

5. Align that point with the camera

6. Scale the entire object so it intersects with the stuff you want to cut

7. Boolean

8. Say thank you pailhead :)

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