Get Hammered to the Max
Started by Itszutak, June 12, 2015, 12:03:45 AM
Quote from: wallworm on June 12, 2015, 12:56:19 AM:)Take note of the Docs. Instancing the same instance of the modifier on multiple objects isn't currently supported. In other words, if you need it on 10 different objects, apply it separately to the ten nodes.
Quote from: Itszutak on June 12, 2015, 03:50:21 AMQuote from: wallworm on June 12, 2015, 12:56:19 AM:)Take note of the Docs. Instancing the same instance of the modifier on multiple objects isn't currently supported. In other words, if you need it on 10 different objects, apply it separately to the ten nodes....Oh jeez. This thing's about 1000 different objects...Is there a way to just automate applying the modifier to everything? I guess I should explain what I'm doing. I've got a model of the cliffs of Blood Gulch, which I've attempted to turn into brushwork using the "shell" modifier and a script that splits the model's elements into individual named objects.This process turns it into about 1300 objects-- although I may be misunderstanding how wwmt works. Can it handle a single named object that's got a bunch of elements to it?
for obj in selection where superclassof obj == geometryclass do addModifier obj (SnapVertsToGrid())
Quote from: Joris Ceoen on June 12, 2015, 05:44:44 AMI didn't see the image before I posted (as it didn't load at first). To turn that into brushwork is just incredibly tedious, both for performance and texturing. It would instead be logical to make it with displacements. One method I advise you to attempt is to create planar faces around the model and turn them into displacements through WW Anvil. Then, snap the vertices to the model itself. All additional vertices should be scattered on the planes/triangles of the model.That's about the only way I can see this working. That, or you simply turn it into a model. With staticproplighting it could turn out just as well. The reason for this method is because displacements can rarely cause lighting problems if they're too wacky (however it only happens with overlapping displacements, which wouldn't happen with the first method I provided). Lemme know if it worked for you!The smaller rocks on the model should absolutely be turned into a model, as it wouldn't fare well with either brushwork or displacements, at all.