Small trick for Maya Lovers (who’s
suffering with rhino & grasshopper)
Real-time compression/tension(stretch) and
curvature mapping for early form finding and optimization.
This node from SOuP probably has been used
for character modeling with rigged mesh, which are Skeleton or SkinCluster, you
can find a lot of tutorial online. But, here we will use nonlinear deform and nCloth
as examples easier applied to architecture design and fake some structural
optimization.
Please
follow official readme.txt to install, super easy steps. If you cannot find
some folders in windows 8, mine is @ C:\Users\damon\Documents\maya\2015-x64\prefs
2nd. Basic Principle
This node works with rest shape and modified shape, which
means by comparing the original shape and the shape after deform, this node outputs
color mapping result to the geometry. (Any kinds of changing, like nCloth
physics, nonlinear deform, rigged, or blendshapes… so on n so 4)
Here we setup a bending mesh using nonlinear deform as
first simple example.
Here, in the shading group, you only have to focus on only
those highlighted, no need to care other complex connections (which are preset
already by software itself)
本篇教程在說明如何使用Maya N Particle,以及將這些不可抓摸的粒子轉為幾何體,以進階利用於建築幾何體之上。本文以Maya2016為基礎,有些部份會與舊版不同,但原理一樣。與Fluid系統類似,但最大的差別是前者須限制一界限範圍,而後者則否。以動畫應用面來講,如果是大體積的流體模擬,使用Fluid會較合適;若是如水柱、噴泉、水花等小體積的流體,則用Particle較合適。此次的教學放在如合利用Particle去取代幾何型體,並利用另一Particle去產生碰撞、融蝕。