Microphone Mesh tutorial

Hi

this script just can add 'sin or cos' wave to spline path to edge normal direction.
and you have to change that child object ( Polygon2Spline.js ) -> 'target guide' parameter ( PolygonToSpline.js ).

please check attached file.

Best

tg_jp, Hiroto.
 

Attachments

  • MeshCylinderTest_tgjp.jas.zip
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Thanks for the help, I misunderstood it's functionality. I thought it was going
to do what Spherify does, but with a guide target, as well as the wave.
I think I got it now.

 

I spoke to soon I guess, can't get the alternating
wave pattern needed to create the weave.

For now I've got to do this by hand.

 

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  • Wavy no Gravy.jpg
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Hi

you have to create alter PolygonToSpline.js object for getting alternating wave pattern.

please check attached file.

and I have update PolygonToSpline.js script, please update it before testing this file.

Best

tg_jp, Hiroto
 

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  • mesh_ball_2.jas.zip
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  • sc_001.jpg
    sc_001.jpg
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Thanks Hiroto, I'll look into that, and update the script first.

My method is a little different, I make one half, then I use the Ring Modifier.

As you can see in my previous post, the peaks
aren't not alternating, they seem to be random.

I was able to produce the alternating sequence by making splines
in groups and using your script's wave offset parameter.
It's still easier than selecting alternating points I think.

 

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  • Finemesh01.gif
    Finemesh01.gif
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  • FinemeshRender.jpg
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beyerdynamic M88N, this is my last dynamic mic and
the most complicated, made up of two different shapes.

The wires are thinner on this mic, but I went a little to far.
I haven't counted yet but, I packed in a few more than I needed.

I used a Blueprint this time, instead of eyeballing it.

 

Attachments

  • BeyerdynamicWire.jpg
    BeyerdynamicWire.jpg
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beyerdynamic M88N, this is my last dynamic mic and
the most complicated, made up of two different shapes.

The wires are thinner on this mic, but I went a little to far.
I haven't counted yet but, I packed in a few more than I needed.

I used a Blueprint this time, instead of eyeballing it.


Looks like you're really getting the hang of it Zoo!!
Can't wait to see the finished product!
:icon_thumbup: :icon_thumbup:
 
Looks like you're really getting the hang of it Zoo!!
Can't wait to see the finished product!
:icon_thumbup: :icon_thumbup:

Thanks Albert, it's all because of Valued Ant.
I had given up on it when I found the original script didn't
connect the spline segments. But he persevered, and as a result,
Hiroto saw what we were trying to do and redid the script
a few times to accommodate. How great is that!

 

I thought I'd have to redo this one but it looks alright.

What's the record for most polygons, triangles and points?

 

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  • Beyermic02.jpg
    Beyermic02.jpg
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  • BeyermicInfo.jpg
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Nice. But with that many polys I'd be tempted to try and make a normal map from the mesh.

Would definitely speed up the rendering.
 
Nice. But with that many polys I'd be tempted to try and make a normal map from the mesh.

Would definitely speed up the rendering.

I'm no too savvy where normal maps are concerned. It's something I want to look into.
The render time wasn't a problem though, it was just impossible to move or
change almost anything with the Subdivision Modifiers active.

 

Attachments

  • BeyermicrenderInfo.jpg
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Nice. But with that many polys I'd be tempted to try and make a normal map from the mesh.

I did this experiment a while back using a greyscale pattern I created and then applied it to a Displacement modifier. The mesh was fairly dense to create something smooth. It's fairly convincing from the top - but the illusion begins to fail on the side view - the displacement map works pretty well, but I remember having to do something tricky to get this effect since the MIC mesh pattern is not a simple grid - I will have to try a normal map next
 

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  • MIC-displacement.jpg
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  • MESH-DISP.jpg
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I did this experiment a while back using a greyscale pattern I created and then applied it to a Displacement modifier. The mesh was fairly dense to create something smooth. It's fairly convincing from the top - but the illusion begins to fail on the side view - the displacement map works pretty well, but I remember having to do something tricky to get this effect since the MIC mesh pattern is not a simple grid - I will have to try a normal map next

Wow that's pretty good, this would be fine for long shots, for which the excess polygons are unnecessary.
I would like to see how you do the normal maps, and how they compare to bump, and displacement maps.

 

Slightly off topic, but since I use mics for making tutorials for Cheetah, it's quite relevant.

Due to pressure from big western buyers like Musicians Friend, there are
thousands of inexpensive Chinese made mics on the market today.
And all suffer from the same problem, they are too bright & sibilant.
You might think the quality of Chinese manufacturing is poor, but the truth is,
the manufacturers are more than willing to produce the highest quality
products If the contractors are willing to pay for it.

This article by Michael Joly, explains it in detail and it's very interesting.

Why Many Condenser Mics Are Too Bright and Sibilant


 
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