Helmut
0
Particle mesh I
Part I (repetition in architecture):
* The general method for repeating objects is the deployment of the array- and ring-modifiers. An alternative and often superior / more flexible option is the use of particle meshes (PM). When PMs are applied to 2D entities (ie polys or surfaces) you can refine the affected area by specifying an associated shading selection. This allows using a single mesh as the domain of 16 (Ø point origin, ie Ø..15) different subselections.
* In the example I have defined different selections of the generic mesh of a hypothetical church, based on the orthogonal metric of the bays and the radial °metric of the apse. These different selections will be used as the domain for two distinct particles:
1 panel bottom, ie perimeter wall of the nave, transepts and ambulatory
2 panel top, ie clerestory of nave, crossing and apse
* The application of a particle tag to the elements of the particle meshes allows to fine tune the prime parameters (position, rotation and scale)of instantiations of an element used by the different meshes / poly-selections.
* Compared to arrays and rings you have superior degrees of freedom in tweaking the metrics.
Screen shots:
1 the generic grid with different shading selections 1, 2, 3, 4 and 5
2 the two objects,
2a lower panel for aisles & ambulatory and
2b upper panel for clerestory & upper apse
3 the particle meshes as a function to the grid
4 C3D result
5 note the settings of the particle tag to fine tune the parameters of the instanced primitive.
Part I (repetition in architecture):
* The general method for repeating objects is the deployment of the array- and ring-modifiers. An alternative and often superior / more flexible option is the use of particle meshes (PM). When PMs are applied to 2D entities (ie polys or surfaces) you can refine the affected area by specifying an associated shading selection. This allows using a single mesh as the domain of 16 (Ø point origin, ie Ø..15) different subselections.
* In the example I have defined different selections of the generic mesh of a hypothetical church, based on the orthogonal metric of the bays and the radial °metric of the apse. These different selections will be used as the domain for two distinct particles:
1 panel bottom, ie perimeter wall of the nave, transepts and ambulatory
2 panel top, ie clerestory of nave, crossing and apse
* The application of a particle tag to the elements of the particle meshes allows to fine tune the prime parameters (position, rotation and scale)of instantiations of an element used by the different meshes / poly-selections.
* Compared to arrays and rings you have superior degrees of freedom in tweaking the metrics.
Screen shots:
1 the generic grid with different shading selections 1, 2, 3, 4 and 5
2 the two objects,
2a lower panel for aisles & ambulatory and
2b upper panel for clerestory & upper apse
3 the particle meshes as a function to the grid
4 C3D result
5 note the settings of the particle tag to fine tune the parameters of the instanced primitive.