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04-09-2016
01:04 AM
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Tnx for your help
but I don't have other profiles except an ellipse and a circle
please could you help me and more explain about loft object
Thanks
Hmmm..
My attempts to do this with a loft don't really prodce the resuts Ihad hoped for. It only highlights either my ability to work with lofts, ot the shortcomings of the loft tool...
In Blender I'dbe done already.
That's pretty close, @TrippyLighting. Farther than I would have gotten with Loft, I suspect. I've tried a few things alongs these lines with Loft before, but ran into these kinds of problems. Loft really doesn't seem happy with this kind of point mapping.
I played around a bit with sculpt for this. I think it would be possible, but tedious. Here is one approach that I think could work:
Jeff
Yes, you can do this in sculpt but it definitely is tedious. Thus my reference to Blender where you can use the arrat modifier to help you out 😉
Thsi only took a few minutes in Blender, then I exported the control mesh as a .obj, imported into Fuson 360 and converted it into a T-Spline:
This may not be what you're after since the section isn't an elipse.
A short screencast shows how to make this:
Once the two paths are made, it should have been simple enough to sweep an elipse around them, but I had no success. So, I simply lofted between the two paths in patch space and thickened it and added fillets in model space.
You can try my way, just loft, you'll find file in attachments.
Michał
Michał Lach
Designer
co-author
projektowanieproduktow.wordpress.com
In file menu pick New Design From File, will work.
Michał Lach
Designer
co-author
projektowanieproduktow.wordpress.com
Here's a much better method for making this,... so my earlier screencast can be considered obsolete.
Here's the result in under ten minutes:
Thanks Jeff 😉
Here's the piece with an eliptical section made by sweeping the elipse around the same curves generated in my previous video:
Very cool!
The sweep tool was my first thought aproach but actually both, the sweep and loft tool have failed me in the past so repeatedly that I assumed this would not work.
Very good to see it does and kudos also to the Fusion team that keeps improving these things!
@donsmac what render engine are you using ? I mean the rendreing is really clean but there are Z.E.R.O caustics (see this thread). It may be because of the large area light sources. Your renderings these glass objects would look phenomenal with caustics!
Thanks Trip,
At first I tried sweeping but that failed. It would be nice if the loft tool allowed the loft to loop around and join back with the first face selected, but there doesn't seem a way to select the face twice.
I think the sweep worked this time because the elipse was smaller.
As for the rendering, it was done within fusion locally.
I took a look at the indigo renderer, very nice results from it. Caustics would add a lot to my renders. Any chance of caustics coming to Fusion? Normal maps? Lighting control? ...
I do think that the internal renderer in Fusion 360 does caustics. However, youd have to find a HDR with small light sources.
For the image in the other thread I picked a specific HDR that fetures such, however Fusion 360 did not like the format.
The studio HDRs that come with Fusion 360 are not very suitable for this as most of them have large area light sources.
Another thing of interest is that I am not sure what algorithm Fusion uses for rendering. Caustics are a challenging area for any render engine.
The render I did with Indigo was done with Bidirectional Pathracing with MLT.
Thanks for the tip. Here's the same model rendered in Fusion using an hdr image containing point light sources. The image used was originally a jpeg. Photoshop was used to convert the jeg to a 32 bit image and adjustments to the levels were made to make it really dark. The image size aspect ratio also needs to be 2 to 1 for Fusion to except it. The image was saved as a 'Radiance' file ... (.hdr extension).
The result certainly is more dynamic ( would love to MTL this puppy 🙂
Now I am learning blender as a result of this post.
Although different in scope from the above issue of making the twisted ring, I immediately found Blender interesting for enhancing stuff I do in Fusion 360.
I noticed right away that importing my Fusion 360 components into Blender is a very nice way to extend the presentation and slickness of Fusion 360 models. As a complete blender newbie, so far I watched some beginner tutorials, and rendered my cable chain model so it looks like glass for fun's sake, a preset using the cycles renderer. All I can say is, wow.
At first glance, Blender looks like a freakin' 747 jet cockpit. So many panels with zillions of settings and indicators. It's really complicated looking. But, the fundementals are close enough for a patent explorer to learn fast, watching a few beginner tutorials. Blender is usually for making photorealistic rendered images or animations, with characters or models driven with very sophisticated skeleton-based models. I just want to see how to animate my cable chain design, more of a mechanical thing. Unless I put a face on the end and made it into a character, lol.
Ultimately, I want to try blender's joints (rigging) and physics with my Fusion 360 cable chain parts, because my cable chain model has so many joints to calculate so it doesn't work so smoothly in Fusion 360 because of that. So my next self-taught exercise is to rig my parts together in Blender so the joints work as originally intended (same as they do in Fusion but hopefully without overloading the engine, or bogging down from the real-time calculations), etc, and make a few basic animations. A Fusion 360 and Blender combination workflow is so cool and offers so many possibilities. As a newbie in both, at least in Blender, I often feel impatent and want to get to the good stuff fast, ha. But I know I need to learn the essential fundementals first, or I will be setting myself up for frusturation. So off we go to see the wizard(s)
I wonder if anyone has discussed a viable strategy to come up with an add-in or script to convert Fusion joints or Joint Origins into Blender joints or rigging primitives, so Fusion Joints could be exported into blender along with the individual components. Kinda like a batch-mode converter. I know that would be pretty complex, but perhaps someone with API experience in both programs knows how to approach the challenge. Would that be cool or what? That way, you could set the joints using the Fusion way, and not have to re-do them after batch importing all the pieces and joints into Blender for doing a serious animation there with all that Blender has to offer. I will drop this idea into idea station api section and see if others see a way to make it happen, or if the two systems are so different no common denominator can be found to bridge the two joint-modeling universes.