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.
1st.
Install SOuP for Maya
Download
line is here http://www.soup-dev.com/tools.htm
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)
Insert the Tension Map SOuP node. And connect them as
[origMesh].worldMesh -> [tensionMap].restGeometry
[blend1].outputGeometry (or outputMesh in ncloth) -> [tensionMap].inGeometry
[tensionMap].outGeometry -> [finalMeshShape].inMesh
Turn on Display Colors and see the result! (As always red
is compression blue is tension, green is default)
Example 2 we have two twisted box one is show curvature map
and one is showing stretch. (Same setting from last one )
(You
can click in hypershade to find tension map’s attribute and change settings)
Example
for nCloth
(from
left to right, curvature mapping, compression/tension mapping, with structure)
hypershade
The tricky part is we use positive Z direction gravity (0,0,1) to find the vault shape in the begining, but when we simulate the shape back to reality (where the gravity is negative Z) tension become compression vise versa, therefore here we switch color from GRB to GBR.
nCloth
Example 2 (This geometry is inspired by ZHA code group.)
By changing different attribute to optimize the better
shape (here is gravity).
Enjoy!
Until next time.
D.
Thank You for the node view images! Best.
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