I am trying to scatter small spheres in a similar fashion to this diagram:
Where the teal/blue regions will be made of individual spheres, instead of being a continuous structure.
I have, comically unsuccessfully, tried to "approximate" this through successive layers of scattering on geosphere vertices, then exploding and deleting swathes of spheres, yielding this:
And through some bad photoshop to composite it with the inner layers, separately modelled and rendered:
Well... this is not very close to the envisioned outcome at all.
Would anyone know of any smarter/proper ways to try and achieve this kind of object scattering?
If it helps at all, I've attached my extremely novice attempt that generated the above renders.
I am trying to scatter small spheres in a similar fashion to this diagram:
Where the teal/blue regions will be made of individual spheres, instead of being a continuous structure.
I have, comically unsuccessfully, tried to "approximate" this through successive layers of scattering on geosphere vertices, then exploding and deleting swathes of spheres, yielding this:
And through some bad photoshop to composite it with the inner layers, separately modelled and rendered:
Well... this is not very close to the envisioned outcome at all.
Would anyone know of any smarter/proper ways to try and achieve this kind of object scattering?
If it helps at all, I've attached my extremely novice attempt that generated the above renders.
Have you tried to use this script?
Have you tried to use this script?
You could also create a dense 3D grid of spheres and then use Vol. Select > Mesh to use a helper geometry to select only a subset of those spheres in a grid and then delete those (or the remaining ones).
Other ideas:
- use PFlow to place spheres inside a volume
- use Array modifier to place copies of one mesh on the vertices of another; that other mesh would need to be a box, for example, with lots of Slice modifiers to create a dense 3D vertex grid structure. Then user Array on surface with the option "Cull Object".
Martin Breidt
http://scripts.breidt.netYou could also create a dense 3D grid of spheres and then use Vol. Select > Mesh to use a helper geometry to select only a subset of those spheres in a grid and then delete those (or the remaining ones).
Other ideas:
- use PFlow to place spheres inside a volume
- use Array modifier to place copies of one mesh on the vertices of another; that other mesh would need to be a box, for example, with lots of Slice modifiers to create a dense 3D vertex grid structure. Then user Array on surface with the option "Cull Object".
Martin Breidt
http://scripts.breidt.netIt just occurred to me: Use Array modifier in Grid mode to generate a 20 x 20 x 20 array, for example, then use its "Remove" rollout to set a "Cull Object". This will only keep array clones that are inside of the picked mesh (use the "Invert" option to delete the copies inside the mesh).
This, in addition with a Vol. Select should go a long way...?
Martin Breidt
http://scripts.breidt.netIt just occurred to me: Use Array modifier in Grid mode to generate a 20 x 20 x 20 array, for example, then use its "Remove" rollout to set a "Cull Object". This will only keep array clones that are inside of the picked mesh (use the "Invert" option to delete the copies inside the mesh).
This, in addition with a Vol. Select should go a long way...?
Martin Breidt
http://scripts.breidt.netCan't find what you're looking for? Ask the community or share your knowledge.