APE Design Ctr Posted March 29, 2005 Share Posted March 29, 2005 I need to create a rope in 3D solids, and I'm not sure the best way to tackle it. Anyone have any ideas? Quote Link to comment
propstuff Posted March 29, 2005 Share Posted March 29, 2005 Extruding a circle alongh a NURBS path will give you the basic form. If you want to actually model the "lumpy" character of the rope, that's a different matter and will make a very heavy file I think. You might do better to apply a texture to "fake" the ropey appearance (if you have RW) Do you want it actually modeled in 3D? N. Quote Link to comment
Kaare Baekgaard Posted March 30, 2005 Share Posted March 30, 2005 If you want the full 3D, start by making a path. Use that path to create a helix spiral. Duplicate that spiral twice and offset the start angles of the duplicates by 120? and 240?. Extrude a circle along the helix spirals, and wait... this is fairly heavy stuff. The wireframe will look wierd, but the render will look nice. Once all the details are right, you may want to transform the shapes into generic solids and symbols to improve redraw times. Quote Link to comment
APE Design Ctr Posted March 30, 2005 Author Share Posted March 30, 2005 Thanks all. I think I will do the texture, since I think you are both right ... the file will be quite heavy. thanks Quote Link to comment
islandmon Posted March 30, 2005 Share Posted March 30, 2005 Or just create a single NURB tetrahedra-fractal symbol with the outer surface & inner solid texture mapped . Then duplicate and rotate and stack to your hearts content. It's the most efficient way to create geodesics. Also you can create a logarithmic sphiral using this simple process. eja Quote Link to comment
propstuff Posted March 30, 2005 Share Posted March 30, 2005 I had a go with the helix method last night. It did make a very pretty rope -especialy when rendered with carpet texture :-D but the 3m rope alone weighed 3/4Mb {:-( quote: Originally posted by islandmon: Or just create a single NURB tetrahedra-fractal symbol with the outer surface & inner solid texture mapped . Then duplicate and rotate and stack to your hearts content. It's the most efficient way to create geodesics. Also you can create a logarithmic sphiral using this simple process. eja ej; I couldn't find the "Tetrahedral fractal" tool ;-) Is there a way to make the Fractal you describe that doesn't involve scripting? Also, how would you string them along a curved path? cheers, N. Quote Link to comment
islandmon Posted March 31, 2005 Share Posted March 31, 2005 All geodesic trajectories are composed of tetra-fractals. For example the most efficient way to create a spheric is with with 60+ & 60- tetra-fractals. A single fractal can 'contain' all the characteristics and also be scalable. A rope can be decomposed into an combination of 1+ & 1- fractals . A single strand is a series of self-similar fractals. NURBS is ideal for working with symbolic fractal structures. Allowing for both surface and solid forms. The benefit of this approach is that it doesn't require complex scripting... just a command of the available VW 3d toolkit. Here's a stereo 'cross-eye' example of a simple geodesic, view by creating a 3rd middle image: Stereo view of LCD Fractal geodesic I'll post a spheric tutorial later ( a possibly do a fractal rope example ). eja Quote Link to comment
Kaare Baekgaard Posted April 1, 2005 Share Posted April 1, 2005 This is a fascinating form, Islandmon, and I look forward to a tutorial. Does it have any practical application, and where would I see an example of that? Quote Link to comment
islandmon Posted April 1, 2005 Share Posted April 1, 2005 Please take a few minutes to study these wonderful pages provided my Tensegrity Master Kenneth Nelson. They outline the basics of the rope tetra-fractals. http://www.kennethsnelson.net/new_structure/structure1.htm regards, eja Quote Link to comment
propstuff Posted April 3, 2005 Share Posted April 3, 2005 I don't mind putting my hand up for being dumb. Mr nelson has made some interesting things, with many structural applications it would appear, but I can't see how they would make producing a "rope" easier, or simpler than, say the method Kaare suggested. In fact I'm struggling to think of a simple way to make one of those "Tetrahedral Fractals", let alone string them together on a curved path and skin them to make a rope. Now the most advanced maths I did was double differentiation of Quadratic equations. That was more than 20 years ago and I cheerfully forgot not long after. ..-something to do with calculating stresses on twisting members I think.... ? ;-) ...so perhaps I'm missing something here. I'm definitely looking forward those tutorials.! cheers, N. Quote Link to comment
Kaare Baekgaard Posted April 4, 2005 Share Posted April 4, 2005 Thanks Islandmon. I am afraid that this may be too complex for my brain to pick up. It seems to me, though, that the pages, you linked to describes braided or wowen structures. Most rope is made by the far simpler process of twisting 3 or more strands, so they 'curl' together. ( I dont know the proper english terms for this process) Quote Link to comment
Bart Rammeloo Posted April 4, 2005 Share Posted April 4, 2005 quote: Originally posted by islandmon: http://www.kennethsnelson.net/new_structure/structure1.htm Thanks for the link! Quote Link to comment
islandmon Posted April 8, 2005 Share Posted April 8, 2005 Here are a couple very basic low overhead pieces of Rope. Based on a single 15deg NURB fractal textured with Berber Carpet & rotated 15deg & stacked to form a piece of rope. Any multiple of 90deg is allowed, ie. a 10deg. ______ The basic Fractal> http://www.fractalnet.org/ART/FRT_Rope/FRT_ROPE-15-1.jpg Woven Fractals> http://www.fractalnet.org/ART/FRT_Rope/FRT_ROPE-2WAY.jpg http://www.fractalnet.org/ART/FRT_Rope/FRT_ROPE-3WAY.jpg This simple Fractal approach is ideal for Geodesic & Tensegrity structures. eja Quote Link to comment
Snacks Posted July 13, 2020 Share Posted July 13, 2020 @islandmon This may be too late to join the conversation, but I'd be fascinated to see the fractal processes you're describing for texturing. Are the images you're referencing here still available anywhere? Quote Link to comment
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