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Growing 3D Vines?
Posted: 23 October 2012 08:39 PM   [ Ignore ]
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As I can achieve the same effect in Carrara Pro 8? Some of you already identified than I speak: http://www.videocopilot.net/tutorial/growing_3d_vines/

I want to do the same as 3D Studio but in Carrara 8 Pro.

is it possible, anyone know any tutorial or way of doing the same?

Well, in fact I need do a 3D ribbon “grow” like the sample of videocopilot, but straight, to use like break cut.

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Posted: 24 October 2012 01:32 AM   [ Ignore ]   [ # 1 ]
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Hi Ruben

sorry fell asleep during the video but the answer is yes

carrara has a spline room
you should be able to do it if you read the m anual carefully

splines are also animatable so you can change the shape over time if you need to get them to look like they are growing

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Posted: 29 October 2012 10:11 PM   [ Ignore ]   [ # 2 ]
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Thak you Andrew, I need to learn quick from some tutorial of you tube, and refine with the manual. Thank you again for the answer.

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Posted: 29 October 2012 10:14 PM   [ Ignore ]   [ # 3 ]
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Hey Ruben pleasure !
Have you seen this plug in ?
http://www.daz3d.com/forums/viewthread/10339/
it was posted after I answered your question
looks good.
you could grow vines inside a transparent mesh by the look of it!

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Posted: 02 November 2012 07:15 PM   [ Ignore ]   [ # 4 ]
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Have you considered these options:

1) Morphing vine that’s grouped with the camera.  As both advance, the vine morphs.  The ending could just have the vine extend farther than the camera.  EvilInnocence has some inexepensive vines & tentacles.  He also has a Poser plug-in that creates bones complete with an assortment of built-in morphs.

2) A really long vine that has a transparancy shader.  As the camera advances, adjust the transparancy. Shaders have an option for the x,y, & z axis.  There’s also a shader plug-in called Proximity, but it hasn’t been updated for Carrara 8 yet. Digital Carvers Guild might have something similar.  The Proximity changes a shader according to it’s location to an object or coordinate within the work space.

3) The spline object works as well.  Possibly more efficient when used with option 1.

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