Smooth continuous mesh between two intersecting objects

Smooth continuous mesh between two intersecting objects

dkrelina
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Smooth continuous mesh between two intersecting objects

dkrelina
Advocate
Advocate

I have a scene with a box and a tube. Both objects have skin binding and simple controllers.

 

Skin_Geo_Interpenetration_r01_Cam_Setup.0000.jpg

 

I'd like to animate the tube "emerging" from the box. See the animation:

https://streamable.com/jufeg

 

Front view in wireframe.

https://streamable.com/ss61u

 

I'd like to find a way to smooth the seam where the two objects intersect. Right now the intersection looks like this:

 

Skin_Geo_Interpenetration_r01_Seam_Grp.0001.jpg

 

But I'd like to smooth the intersection so that it looks like this, similar to two liquid objects coming in contact with one another.

 

Skin_Geo_Interpenetration_r01_Seamless_Grp.0001.jpg

 

Similar to the surface tension effect.

 

chocolate-sauce-recipe

 

What technique should I use to generate the continuous mesh? Fluid? Point cloud? Some other approach? What are my options for creating topologies that continuously recalculate based on the animation? Thanks!

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Message 2 of 5

mspeer
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Consultant

Hi!

Everything that's based on nodes can be used.

 

Booleans example (for use with polygon objects):

https://forums.autodesk.com/t5/maya-modeling/boolean-hell/m-p/7353410/highlight/true#M17641

Message 3 of 5

dkrelina
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Thanks @mspeer!

 

I selected the two objects and did a Boolean. Here are my results with animation.

https://streamable.com/lxh78

 

Here are my inputs and topology.

 

Skin_Geo_Interpenetration_r04_Inputs.PNG

 

It works ok, but it would be nice if the seam didn't "pop" as much. I tried smoothing the entire mesh and I'm getting some glitchy results.

https://streamable.com/ihucb

 

Here are the inputs and topology with smoothing.

 

Skin_Geo_Interpenetration_r05_Inputs.PNG

 

When I saved the file and re-opened it, the shaders were broken.

 

Skin_Geo_Interpenetration_r04_Shaders.PNG

 

Also, I'd like to find a way to Bevel the seam. By default the Boolean operation gives me this result at the seam.

 

Skin_Geo_Interpenetration_r04_Boolean_Seam.PNG

 

But I would like it to have smoother falloff.

 

Skin_Geo_Interpenetration_r04_Smooth_Seam.PNG

 

I have not yet tried Mainframe Bool.

 

To sum it up, here are my questions:

  • How to create a Bevel on the seam?
  • How to avoid broken shaders?
  • How to avoid glitchy topology on the seam?
  • Best approach for inputs?
  • Is Mainframe Bool included by default in Maya 2017? Will it give me better results?
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Message 4 of 5

mspeer
Consultant
Consultant

Hi!

 

"Mainframe Bool included by default in Maya 2017? Will it give me better results?"

No, it's based on Maya Booleans.

 

I don't have the time to fully support you with this, but in summary.

- All smoothing in Maya (and Booleans) are based on geometry resolution (sometimes a higher and sometimes a lower resolution is better).

- If you would choose Nurbs there would not be such a limit, but of course other problems.

- You also might try other Deformers from the Deformers tab of the main menu.

Message 5 of 5

dkrelina
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Accepted solution

I went ahead and tried some new approaches to solve the glitching and seam, based on recommendations by @mspeer.

 

Here is what I did:

 

  • Mesh Resolution - Experimented with changing mesh resolution to see if it would give smoother results.
  • ShrinkWrap deformer - To compare results of a deformer to Boolean alone.
  • Textures - Texture blending at the seam with the Boolean operation.

 

Mesh Resolution

 

This was my mesh resolution in my previous attempt.

 

Skin_Geo_Interpenetration_r01_Cam_Setup.0000.jpg

 

I wanted to see if lower resolution would give smoother results, so I tried this.

 

Skin_Geo_Interpenetration_r07_Cam_Setup.0001.jpg

 

Here are the resulting topologies after the Boolean and smoothing.

 

High

 

Skin_Geo_Interpenetration_r05_Inputs.PNG

 

Low

 

Skin_Geo_Interpenetration_r07_Inputs.PNG

 

And here is the resulting animation:

 

High

https://streamable.com/lxh78

Low

https://streamable.com/lby54

 

So which is better? There are two problems I'm trying to solve: 1) smooth movement and 2) beveled seam (surface tension effect).

 

1) Smooth Movement

High res approach looks better. The movement of the low res option is less desirable. It's a lot more jumpy and glitchy. I want it to move as smoothly as possible, like a fluid liquid surface.

 

2) Beveled Seam

Neither of these approaches seem to give me any control over the beveled seam. The Low Res solution does look a bit more soft, but when it moves, the triangulation becomes very obvious and doesn't work for me.

 

ShrinkWrap Deformer

 

I wanted to see if the issues could be solved instead using a deformer. I went through the deformer list and the only one that I found might work for me was the ShrinkWrap deformer.

 

So I made a second cube and wrapped it to the boolean.

 

Before wrapping

 

Skin_Geo_Interpenetration_r06_ShrinkWrap_Off.PNG

 

After wrapping

 

Skin_Geo_Interpenetration_r06_ShrinkWrap_On.PNG

 

Here is the resulting animation:

https://streamable.com/xbabb

 

1) Smooth Movement

The results are pretty good. I can see a certain "voxel" effect as the geometry moves across the surface. Perhaps it would be smoother with more subdivisions.

 

2) Beveled Seam

I noticed that the ShrinkWrap effect has a falloff and inflation setting. I did not play with these very much, but perhaps they could give me some control over the beveling.

 

Here is the topology and inputs.

 

Skin_Geo_Interpenetration_r06_Inputs.PNG

 

Clearly, I now have a new problem with the ShrinkWrap that I did not have before. The ShrinkWrap deformer does not allow for "undercuts", which I would need in this case, in order to get both the front side and back side of the arm that comes out of the box.

 

 

Textures

 

I did a quick experiment with textures to see how the two textures would blend after the Boolean operation.

 

Here are the objects with textures applied.

 

Skin_Geo_Interpenetration_r07_Cam_Setup_Textures.0001.jpg

 

And here is the resulting animation.

https://streamable.com/zdeck

 

Ideally, I would like to find a way to control the transition from one texture to the other, using a smooth ramp or something to that effect.

 

In summary, here are my questions:

 

  • Smooth Movement - How to create smoother movement when animating a Boolean union?
  • Beveled Seam - How to control the softness of the beveling at the seam on the Boolean union?
  • Deformers - What deformers should I consider looking at to solve the problem? (must allow for undercuts)
  • Textures - When using a Boolean, is there any way to do a smooth blend of the textures two objects (other than in compositing)?
  • Voxels/Particles - I would like to consider a voxel/particle approach. What tools in Maya should I look at?