Help whit displacement

i am working on a ship and i will take some more time the only problem i have on the moment is displagement on the sails
i want that they look natural but i am getting greasy i have look at some tutorials but i think it cost me weeks to learn this
maybe someone like to help me or learn me for that i will give the ship away wen it is ready
i put an example how i will model the sails and put the sails on-line sails.3dm (507.6 KB) maybe maybe someone like to help
greetings Peter

i lso try to make a texture (test)for this but the behaviour is different then the texture from rhino
look at the screen shots
so i do somthing wrong by making a texture for displagement i think

Hi Peter- in this case I think modeling may be easier and look better than displacement - see the attached file for an example.

sails_PG_.3dm (257.2 KB)

-Pascal

Hi Pascal i am imprest but how did you do it i just was split a part of the sail but dis is not working
can you explain the commands to me thanks for the help
greetings peter
i just made a copy and try it but …i dont know how to do this

Hi Peter,

After you use the Split command by isocurve and shrinking the result (both options are in the command line), turn on the control points with F10 or the PointsOn command and you can directly edit points to create the wrinkles. In the screenshot below I show how this can be done with the Gumball aligned to ‘by object’. Don’t edit several rows leading up to the split line and you’ll maintain continuity to the remainder of the original surface once you Join it all back together.

sorry but i am a stupid old man -:slight_smile: i think i do something wrong by step 1 your explain how to edit that clear to me but making this piece is the problem
sorry i hope you do not find it annoying
greetings peter

Hi Peter - in the model I posted back:

  1. InterpCrvOnSrf , placing three points, one with Near along one edge, one out on the surface and one on the other edge of the sail.
  2. Split off the corner with this curve.
  3. Loft from the curve to the point on the corner of the sail (Point option in Loft). Delete the split off corner.
  4. MatchSrf the new loft for Curvature to the main sail surface. ‘Preserve other end’ at Tangency, and ‘Preserve isocurve direction’
  5. Turn on points and working only with the fourth row of points from the long edge of the surface, move a few of the points just a little in the surface normal direction (MoveUVN, Gumball set to align by object will both work well)

sails_PG_2.3dm (1.1 MB)

-Pascal

hi Pascal i am getting closer and closer only problem i have now is the new surface i made with you loft method
gives me a poly surface so the matchSrf don’t work but i found a way… just did it wan by wan after exploding
after that i found an other problem the edge of the surface you and i made have sharp edge to the mean surface-:frowning:
in other word they don’t follow the mean curve of the sail is that correct??
i try to upload a picture but it dont work i sent the file back to you if you dont mind
greetings Petersails_PG_2.3dm (1.1 MB)

Hi Peter - please look more closely at the steps in the file-

  • The curve on the surface should be snapped to the surface edges at each end (Near OSnap)
  • The loft from this curve (not the trimmed edge) to a point should not make a polysurface.
  • MatchSrf with settings as described so that you get a total of 5 rows of control points including the corner point.
  • Move only the points from the fourth row of points, next to the corner point, as indicated in the file I sent.
  • You may want to RemoveMultiKnot on the loft surface to reduce the number of control points to a more tractable number.

sails_PG_3.3dm (346.1 KB)

-Pascal

Hi Peter,

I gave it a try by applying a displacement on the sails.
(see this video to get it explained http://vimeo.com/66155012)

Note this only for rendering purposes!

First I unwrapped the sails run _UnWrap command on all.
Next Ran UVEditor on each separate, for each sail I captured the flat version in the editor:

Next I created a mockup model of the corner and rendered it, amd saved the distnace channel

Next In an image editor I positioned and faded the pattern over the corners in the texture layout:

And set an all white background:

as a texture on the sail it looks like this:

And when applied as a displacement it looks like this:

However I had to set a custom mesh on the sail to prevent artifacts around the holes.
Still I think the result is maybe too course but here you go…

I have no idea if it will be of any help, but I have to leave it at this as I already spend too much time on it.
Below a zip with all files involved.

Sails_WD .zip (2.5 MB)
HTH
-Willem

P.S.: Wat voor ship is dit, een Botter ?

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He Willem allereerst bedankt voor je hulp !! ga dit zeker uit proberen ben nu nog wat aan het stoeien met pascal zijn methode. het schip is geen botter maar een lemsteraak (visserman) als ik hem klaar heb krijg je hem wel voor je hulp
maar zal nog wel even duren vind alle commandos in rhino erg moeilijk heb geen enkele techniche achter grond.

Hi Willem first thanks for the help at the moment i try pascal his method after that i will try yours the ship is a lemsteraak (fisherman) it will take some time before he is ready all the commands in rhino are for me extreme difficult i have no technical background at all -:slight_smile:
greetings Peter

Hi Peter.
You’re welcome. I realize my attempt is not trivial or obvious and might in the end be not good enough.

Indeed Rhino has so many commands and there are often various ways to get the same or equal results. So just come here for advice and feedback. Your experiences and questions are of great use for the developers, as you can shed light on how novice users experience Rhino. Remember that you can ask anything here and you are encouraged to share you experiences (good and bad).

As for the boat: I thought it to be a Lemsteraak at first but had doubts. But I’m just a “Limburger” so I’m not that good in distinguishing boat types.

Fijn weekend en groeten
-Willem

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hi pascal and others can someone tell me how i can remove this i don’t know how you name it
but you can see it its the edge between 2 surface i did your thing pascal also MatchSrf but maybe i do something wrong at the setting o yes and i use curve in network for the corners i spent the hole day for testing and did also loft at point but
curve in network give the best results i think

greetings Peter

Hi Peter - this is what MatchSrf does. You need to MatchSrf, for Curvature, with ‘Preserve other end’ set to Tangency. then move the control points that are in the row next to the corner.

-Pascal

hi pascal i get really crazy for all the commands there are you write it in a few lines but wen i start
i get overwhelm with all the commands and i get grazy-:slight_smile: so i made some screen shots wan by wan for all the steps
first step 1 i can find the command
here the program give me the first choice …i don’t no what te do so i leave it and select the first edge
step2
if i select the first edge the program give me a lot of info and again i really don’t know what to do
so i step3 select the second edge and again a lot of info same problem what must i do

final the pop up menu is there and again a lot of info same wat must i do ??
step 4
step5 you say move the control point that are in the raw nexst the the corner well i have 3 corners -:slight_smile:
well if it cost me a week i want to find out how things work its an important tool i think and i really don’t understand i made a lot of complex objects without this-:slight_smile:pascal test.3dm (478.0 KB)

Hi Peter - here is a video clip: http://screencast.com/t/bniNlaKC

There are a few ways that will work for this, I modified the process slightly, so you’ll be even more confused, but I will try to exaplain.

  • loft the curve to the point. In order to keep the surface point count reasonable, I chose Rebuild in the Loft dialog, and 16 points.

  • MatchSrf - this is for curvature, but I tihnk the shape works out better if the initial match is for ‘Preserve other end = Position.’

  • The result is a surface with four rows of control points, including the collapsed ‘singular’ edge at the corner of the sail. In order for the surface to remain smoothly continuous with the main sail surface, we cannot move any of the first three rows, therefore we need a new row of points. ChangeDegree to 4 in the U direction will achieve this - now we have 5 rows and we can modify row 4 to add the wrinkles using Gumball or MoveUVN on a few of the points.

  • The surface fails to Join to the main sail surface- this is because in the Loft Rebuild, the 16 points were not enough to give the surface enough control for the edge to be within joining tolerance- that is OK, we wanted relatively few points initially.

  • MatchSrf again, this time with Refine - this will add the needed complexity to the surface to allow Join to work.

I hope that helps…

-Pascal

Brilliant Pascal! Great technique. Thanks!

Hi Pascal at the moment i write this i discover how you change the degrees oke that’s for tomorrow its my turn to stand-up early to let the dogs out-:frowning: after that i can practice in peace-:slight_smile: first i will clean up al the sails i made and start again from zero -:slight_smile: your explain looks great and now i understand it much better.!! i made a quick test while my lovely wife is watching TV-:slight_smile: so here is a small result i think tomorrow i have a better… first delete all the test sail i can support a hole Armade with -:slight_smile:
greetings and tomorrow i will post the best results here is a quick test

after a Sunday of working this is the result in Artlantis just a test render i am still learning but i think i am on the right way
thanks to Willem and Pascal

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Looks very good! Well done Peter.

-Pascal

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