Post id: 301588 Report Item

I'm trying to model some seaweed from nurbs, i've tried using booleans to create the holes but the curve point where it starts is too sharp and needs to be curved like a wormhole in other words it needs to be a completely smooth curve that graduates in curviness as it goes in and out again (like a wormhole in space) on the other side. It also has multiple holes so i can't just use the poles of a nurbs sphere. its driving me mad does anyone have any idea

Dashboard_avatar
Feb 12, 2010
Post id: 301659 Report Item

Round the corners... Tough really id use displacement for this.

Post id: 301665 Report Item

thanks, how do you specify holes with a gradient curve like a wormhole in a displacement map?

Dashboard_avatar
Feb 13, 2010
Post id: 301679 Report Item

projection of a ramp for instance.

Post id: 301708 Report Item

so would you create a projection of a ramp just using black and white and the ramp would make all the inbetween shades, so how would you multiply it across the seaweed and control the position of it, would you have to split the nurbs surface up to apply multiple instances of it on the nurbs surface?
Also sorry for my ignorance about this but what does a displacement map look like? is it just black and white? and is it that the black is the raised area and white the sunken area?

Dashboard_avatar
Feb 16, 2010
Post id: 301728 Report Item

Well the projection would make it a 3d texture you would then project for instabnce another ramp sideways and multiply them together this would make the hole limit to one part of the surface only. Or you would use magic light, or you would use a face forward to ensure its only the facing surface etc etc.

>>and is it that the black is the raised area and white the sunken area?

if you use the ramps remap option to make the range negative then yes.

Post id: 301822 Report Item

thanks, what is a magic light? and face forward?