Imported rock formation.

Started by Mr_Lamppost, October 22, 2011, 06:30:33 PM

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Mr_Lamppost

I've been playing around with a trial of Groboto www.groboto.com This is an unusual modelling tool that lets you build objects by combining primitive shapes with Boolian operations; nothing unusual there but the primitive shapes are stored and combined as procedural surfaces while you work. At any point your creation can be converted into a polygonal mesh which is built starting from the intersection edges so you always get a clean result, anyone who has used Boolian operations in general modellers where two mesh objects are combined will know how messy the intersections often are.  Another advantage is that if you decide to make a change this is done with the primitive objects and the poly mesh is then rebuilt so a change to even the most complex object is quick and easy. 

Before the trial period expired I made a couple of relatively simple, in Groboto terms, objects although the meshes they export as would be non-trivial for a traditional modeller. One of these was this "Mushroom" rock formation. Which I used as the main element in this scene. The Groboto mesh is smooth and continuous so takes displacements well, raytrace Objects was off for this render.  The rock stack surface is quite basic but I was  really just testing to see how well the meshes experted from Groboto worked. I added the Executive Yacht, a freebee from TurboSquid, to give the scene scale.
Smoke me a kipper I'll be back for breakfast.

Henry Blewer

I liked using Groboto for my trial period with it. I have meant to buy a copy, but the new computer takes precedence. (Almost done buying parts)

The textures would pop more with ray trace objects off. (I think you had it one anyway)
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Mandrake

Nice!


                                    Who was that masked man?

moonclay

How do you get a shader to actually displace the geometry of your imported obj files? When I try it just applies a texture, but the object maintains its overall shape and won't displace beyond the edges. Know what I mean?

Mr_Lamppost

Quote from: moonclay on October 25, 2011, 10:16:15 PM
How do you get a shader to actually displace the geometry of your imported obj files? When I try it just applies a texture, but the object maintains its overall shape and won't displace beyond the edges. Know what I mean?

You have to turn off RayTrace Objects.
Smoke me a kipper I'll be back for breakfast.

moonclay

Once I checked "Flip normals" it started working. Thanks.

:)