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Activity Forums Maxon Cinema 4D 3d brush strokes

  • 3d brush strokes

    Posted by Marco on September 15, 2006 at 11:34 pm

    Hey whats up. I have trying to figure this out ever since I saw the lugz spot where there is stokes going all over the place. And now I just saw the nano spot done by Exopolis. Any ideas on how I could do this? I have path deformer so i could do a line, I just want to know how to make that look like brush strokes..
    thanks
    marco

    like this
    https://jeanruesta.com/Brush

    Richard Powell replied 19 years, 8 months ago 3 Members · 6 Replies
  • 6 Replies
  • Mylenium

    September 16, 2006 at 8:43 am

    Fractal noise massively stretched along the V direction of a Sweep NURBS would produce the “brushy” feel. Other than that you may also look into Sketch&Toon (Strokes on Splines) or creating a particle trail of custom textured objocts.

    Mylenium

    [Pour Myl

  • Marco

    September 16, 2006 at 12:33 pm

    Mylenium
    hey im sorry to be a idiot. but can you show me how to do that..
    thanks

  • Mylenium

    September 18, 2006 at 5:50 am

    Create a simple line spline and put it into a SweepNURBS object together with another spline that acts as your path. Create a material and apply a noise shader e.g. to the transparency channel. Change the texture coordinates to UVW and adjust the local coordinatesso e.g. the second value reads 5000% or something lioke that. Copy the adjusted texture to other channels and tweak it as you need.

    Mylenium

    [Pour Myl

  • Marco

    September 18, 2006 at 7:53 am

    ok are you taking about changing rge relative scale of the noise shader in the transparency material? i tred changing the uvw mapping under projection and change the length but that didnt do anything. so i went into the trasparency and started moving the scale and that show some potential.. is that what you were taking about or is there a easier way..
    thanks by the way for anwsering me

  • Mylenium

    September 18, 2006 at 8:43 am

    You need to change the scale in the shader itself, not the texture tag on the object. Procedurals are always calculated in their own space (UVW is normalized in ranges between 0 and 1), they know little or nothing about projection methods or world units.

    Mylenium

    [Pour Myl

  • Richard Powell

    September 19, 2006 at 1:48 am

    Do a search on the Cow for LUGZ and you’ll get the other 538 questions (including mine from 2002) on how to do this.

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