Deforming Advance Wood

Deforming Advance Wood

3DWAKSTER
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Message 1 of 11

Deforming Advance Wood

3DWAKSTER
Contributor
Contributor

I'm creating a wooden character using Advance Wood and Arnold.

 

Everything's fine but when I deform the character with its bones the wood is not deforming with it. It's almost as if the maps if projected on the character. 

 

How do I fix this?

 

Thanks

 

 

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Message 2 of 11

madsd
Advisor
Advisor

Advanced wood works in World space.
You convert it to UV space with a couple of changes.

- Set UV map to XYZ to uvw

- Change the wood to parse the actual channel generated.

Made a small video setting it up ->

 

 

Message 3 of 11

3DWAKSTER
Contributor
Contributor

That works perfect and I am impressed with your quick response and the video.

 

Just one little snag: I have used Unwrap UVW so I can use a bitmap to define the wood colours on the model and this does not seem to have an option to set the mapping from XYZ to UVW.  The colour maps actually deform fine but I can't get the Advance Wood to do the same. I tried several things but can't figure it out.

 

Thanks

 

 

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Message 4 of 11

madsd
Advisor
Advisor

Give an example scene.

 

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Message 5 of 11

3DWAKSTER
Contributor
Contributor

Thanks again for helping out.

 

I've attached a render and a sample MAX file.

So the two cylinders on the left utilised your methode and works fine.

 

The two cylinders on the right have a UVW Unwrap for the wood colours but the Advance Wood goes all wrong.


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Message 6 of 11

madsd
Advisor
Advisor

Don't use a checker to seed 2 colors.

Use 2 OSL color nodes instead.qq.jpgqq.jpg

 

Message 7 of 11

3DWAKSTER
Contributor
Contributor

The Checker was just a placeholder for the bitmap I use but as in your 2 OSL color nodes example you get the same effect where the Advance Wood becomes smudged and blurred out because it's coordinates are not right.

 

 

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Message 8 of 11

madsd
Advisor
Advisor

It sounds like you havent explained what it is you realy want since we can do everything we want.

The wood texture returns exactly what you would expect in my image, there is nothing wrong there. The UV mapping is not right if you ask me, but I just took your model, you can see in my video how to set it up so it does not stretch or turn in any odd angle, you can however shift this around with a transformation.

 

Message 9 of 11

madsd
Advisor
Advisor

Show a real life photo/example final product of what you want to achieve instead of doing it in small chunks one after each other.

Message 10 of 11

3DWAKSTER
Contributor
Contributor

You are right. I apologise. I can't show the actual files as I'm under an NDA but I've created an example that duplicates the problem more accurately.


If you refer to WoodDeform2.jpg:

So cylinder#1 on the far left is what I want but it needs to bend with the cylinder shape.

Cylinder#2 next to it shows what happens when cylinder #1 is deformed. The wood grain remains on the world coordinate.

Cylinder#3 and it's deformation #4 is what happens when I set the Advance Wood's coordinates to Explicit Map Channel.

 

Your solution works when I have a UVW Map modifier set to XYZ to UVW but I have an Unwrap UVW which does not allow me to set this.

Hope that makes more sense.

Thanks


 

 

 

 

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Message 11 of 11

3DWAKSTER
Contributor
Contributor

Ah! Got it to work.

 

When I switched to an explicit map the size changed to the washed-out grain was simply because it was huge. By significantly reducing the Advance Wood's size and then tweaking the coordinates I got it working.

 

Thanks for your help. I don'#t think I would have found the solution or it would have taken me x10 longer.

 

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