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Old 20th February 2007, 02:29   #1 (permalink)
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Question Spilling

How should i approach creating a spill. I've created some ice cubes, and want some melted water under them. What's the best approach? modelling? i've tried to do that in hex and i can't get it to look right. i've tried the metaball modeller in carrara (useless thing). and i've tried to create a terrain and use an alpha map to make a puddle, and it didn't work either very well.

Any suggestions would be great.
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Old 20th February 2007, 03:50   #2 (permalink)
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Can't you just make a cylinder of the right shape and height to fit inside the glass (In Carrara) and, maybe give it a slightly different quality to the texture you have on the cubes?
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Old 20th February 2007, 04:15   #3 (permalink)
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Uhhh...no. not quite what i'm looking for. no glass. just cubes on a surface. i want the cubes to be melting a bit, so i want to make it look like there's melted water on the surface.
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Old 20th February 2007, 05:42   #4 (permalink)
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Heres what I did on the first interpretation. Now I need to have another try.. I think I have an idea. Hope I can get back to you today.
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Old 20th February 2007, 06:46   #5 (permalink)
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I think Shaun means something like the picture.

I would think that hex would work fine. Bezier shapes with thickness and lot's of smoothing... and a suitable shader should do the trick.
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Old 20th February 2007, 06:51   #6 (permalink)
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I did this all in Carrara. The water is a cylinder with a single depth poly which was made and distorted to shape in the Vertex Room. Similarly with the cube for which softened edges still not right. hope is of some help also.

Brian
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Old 20th February 2007, 07:16   #7 (permalink)
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Playing around with the Ice Block a bit more in the Vertex Room.
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Old 20th February 2007, 08:18   #8 (permalink)
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An easy way to do a puddle in Carrara is like this

Insert a vertex object then go to the VM

Go to a top view and use the polyline tool to draw the shape you want your puddle to be.

Then go to model/fill polygon

Then create/organic

Now you should have a terrain like thing.

just scale it down on the z-axis, smooth it(level 2-3) and you will have a puddle with a meniscus.

Just position it on the floor under the ice cubes and away you go
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Old 20th February 2007, 10:25   #9 (permalink)
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Grendel that "organic" is another of Carraras great things I had never tried before. Love it--BUT--any comment on the funny artifacts please.
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Old 20th February 2007, 17:59   #10 (permalink)
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awesome. thank you for your response and help. i'll try all methods and see what i come up with. i already have great models of ice cubes, so i reallly wanted a realistic puddle with them. thanks again. i'll post the finished product later today i hope.
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Old 20th February 2007, 23:51   #11 (permalink)
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oh crap...how would i add wholes into the puddle to make it look more realistic?
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Old 21st February 2007, 00:26   #12 (permalink)
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http://www.kawachi.zaq.ne.jp/kurozuka/akurodigital/

Have a look at the Potentialiser App here
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Old 21st February 2007, 02:14   #13 (permalink)
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I always use the spline modeler for puddles like this. I'll create a path with the freehand drawing tool in Adobe Illustrator, smooth it, and then import it as a cross section. Then the next step is to pick the rounded bevel and your done!

Mark
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Old 21st February 2007, 05:05   #14 (permalink)
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Great job, Mark! You always have just the right solution!
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Old 22nd February 2007, 03:16   #15 (permalink)
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thank you. i tried that. i created the cross section in coreldraw, exported it as an ai file then imported it into the spline modeller. when i went to add the bevels, it just went nuts. i'll try it again though. maybe i'm making the object to complicated.
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Old 22nd February 2007, 03:30   #16 (permalink)
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Hmm, try skinning the spline point to point and setting the surface fidelity up over 200% and see if that helps. Also don't do the bevel too much, just a little like Marks there and it should work great. If you have too many points the poor little spline modeler will get mad at you, true.
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Old 22nd February 2007, 04:17   #17 (permalink)
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now water isn't flat though. when you look at a puddle, its more rounded on the top, not flat. Marks is realistic, but the dollar sign looks too flat (no offense, i love the image though). i think i'm spending too much time on this. i do have to say one thing: Carrara has one hell of an ice shader. does it ever look real.
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CARRARA 5 STANDARD, HEXAGON 2, DREAMWEAVER 2004MX,COREL SUITE 12, BRYCE 5.5, POSER 5
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Old 22nd February 2007, 04:23   #18 (permalink)
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You can always covert it to a vertex model and use soft selection to lift the center up a little bit or deform it. Marks looks good to me and he could make it better I bet, but it may just be a quick show and tell and not so much contest ready. ;)

I do that a lot too. You can just make little blobs in hex and squish em with the UM and smooth and use soft select to move them around this way and that. Put a plane in the center to see how they'll look on the "ground" and you're good to go. Lots of ways to skin this cat I think.
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Old 22nd February 2007, 04:24   #19 (permalink)
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you can convert your spline object to vertex, then soft select in the center and pull it up(and down) a bit to add variation.

BTW the rounded part of the water is callled a meniscus... man I love that word!
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Old 22nd February 2007, 04:24   #20 (permalink)
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Steve you beat me to it
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