Exyled opened this issue on Feb 11, 2005 ยท 10 posts
Exyled posted Fri, 11 February 2005 at 4:31 PM

Zekaric posted Fri, 11 February 2005 at 6:48 PM
Were you looking to do something like this?
http://members.shaw.ca/zekaric/gallery/200306_architecture.jpg
http://members.shaw.ca/zekaric/gallery/200312_trish.jpg
The first I did outside. I, like you, decided to take a topo and use that, exported to dxf and imported into another program to do the intersections.
The second I did entirely in Carrara 3. The only problem is that, when you convert a topo to vector, it only converts the preview representation to vector, not the final so you don't get as fine a detail as you might want. Something that annoyed me, but with clever texture mapping you may be able to fudge that.
When you extrude the boundary, make sure you close the other end and that it's a solid. Both pieces should be leak tight solids. (Ok they might not need to but from my experience with other software that does similar tasks, it's generally a good idea as the program won't be confused about what's in and out.) Also make sure that it extends completely around the outside of the other object so there is only one instersection area.
Note, Carrara usually does a good job but I've hit cases where it left some openings which you may need to patch up. This isn't a simple process for computers to do reliably even though it might sound simple in theory. There are a lot of edge cases that can cause grief and floating point precision can make a bright day very dark.
thomllama posted Fri, 11 February 2005 at 6:48 PM
ok.. to make it look like a crack.. maybe try shaderops or one of the other digitalcarversguild plug ins... "Project gemini" plug-in should do the 2 piece thing you want to do, but you'd have to remodel... anyone else?
Hexagon, Carrara, Sculptris, and recently Sketchup.
sailor_ed posted Fri, 11 February 2005 at 9:00 PM

sailor_ed posted Fri, 11 February 2005 at 9:03 PM

kelley posted Sat, 12 February 2005 at 12:20 AM

After a quick read through of sailor_ed's, I think that I'm crossing some of the same ground. Anyway, I used the Vertex Modeler, inserted a cylinder [20 sides, 1 segment]. Then a smaller cylinder. [4 sides, 11 segments] Squeeze the 'square cylinder' flat. Select points on one side, one section at a time, and make the shape taper to a thin wedge at the top. Inset this into the column. I made it go all the way through, but it's not necessary. Now select all points and duplicate. If you do a boolean subtraction on one set, you'll have a column with a wedge-shaped hole. Do a boolean intersection with the other, and you'll have a perfectly matching plug. By inserting the plug, and reducing the size on one axis, you can make a crack as deep as you want running up the side. In the last pic., I made the wedge very wide. Not you can build a column with a piece completely cracked off, or slid down, or about to.
Exyled posted Sat, 12 February 2005 at 10:38 AM
That's great!!! Thanks for all the suggestions. Shaun McKinnon
kelley posted Sat, 12 February 2005 at 12:07 PM
ps: I did not actually do the boolean subtraction because Carrara is feeling squirrely lately abd will only allow 'union' and 'intersection'.
sailor_ed posted Sat, 12 February 2005 at 1:02 PM
Kelly,
That's odd. I did this with 4.03 and used subtraction. Shaun, Hope this works for you!
Message edited on: 02/12/2005 13:04
kelley posted Sat, 12 February 2005 at 3:20 PM
I've got Carrara 4.3 up and running, but I was in the process of messin' about with a current model in 2.0, so I just did the above in 2.0. Sometimes it lets me subtract, sometimes not. Also, 2.0 [sometimes] cuts the tops off the menu trays so I can't select functions. Here's hoping all that will be behind me in 4.3