| Lofting
III
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Well,
it really looks as if summer is not going to make it to New England.
Small low-pressure weather systems have been spiraling up the east
coast bringing a steady northeasterly wind off ocean water that
is still around 55 degrees F. It’s cloudy, it’s rainy,
and it’s downright cold on the coast.
The
cool, cloudy weather is good for the flora. A recent ride up through
the mid Maine coast area was a trip through beautiful meadows of
wild flowers, especially the native purple and pink Lupine, and
the rocky hillsides devoid of trees and covered with low blueberry
bushes.
Abnormally
cold and rainy weather certainly makes people more inventive and
adventuresome when it comes to weekend activities that, of course,
bring me to my column topic for this month. Try being a little more
inventive and adventuresome in your use of some of the tools available
in max and VIZ.
This
month we will look at one possible solution to a problem that came
up on in the VIZ forum recently. It will illustrate an unusual modification
to lofting that I seldom see anyone use but one that really adds
lots of flexibility to an already powerful tool.
The
point of this column is not to show you how to create cabinet doors.
The doors are simply an example to make you aware of a lofting option
that can prove very powerful. Keep the trick in mind and you will
find uses for it in your work.
The
Problem
A cabinet
door needed to be visualized with a wood grain finish. The door’s
vertical styles and horizontal rails had profiles on the inside
and outside edges and the joint was to be a mortise and tenon butt
joint.
One
person in the forum showed a great example of using Boolean operations
as a solution to the problem. 3D Boolean operations have several
disadvantages in max and VIZ, however. They often fail, they are
memory intensive, and they tend to create long thin faces that will
potentially create problems with lighting and shadows. Also, changes
will require you redo all the Boolean operations.
I suggested
lofting. But as we’ll see the lofting requires a few simple
but obscure modifications to be effective and offer modeling flexibility.
The
wood grain material had to be mapped to correctly reflect the joint
conditions as the cabinet doors will be viewed closely, otherwise
a straight loft along would be sufficient for most cases, especially
if the corners had miter joints. See Figure 1.
Figure
1: Perspective viewport showing cabinet door shape lofted around
a path. A simple wood grain map is shown in the viewport.
Tip:
Lofting generates mapping coordinates that allows the map to follow
the curvature of the path. This is often a good reason in itself
to choose lofting over other creation methods.
Lofting
the stiles and rails separately is a beginning to the solution,
but as you see in Figure 2 just butting them does not come close
to giving a clean joint or acceptable end condition for either the
stile or the rail.

Figure
2: Lofting the rail and stile as separate objects and butting does
not offer a solution.
Extending
the horizontal rail into the vertical stile until the top grain
surfaces are in the correct position does give a clean inside miter
joint of the molding and correct representation of the wood grain.
See Figure 3.

Figure
3: Extending the rail into the stile cleans the inside corner and
gives a proper appearance for the topmost wood grain surfaces
There
are two issues with the end condition of the vertical stile that
I want to address with this column. First, it must be adjusted to
add the molding profile rather than just to end abruptly in space.
As you will see this can be accomplished with multiple loft shapes
on the same path.
Next
is the representation of a tenon on the end of the rail that extends
into the stile. It could be created just by adding a box to the
end of the lofted rail the size of the tenon. Any changes to the
width of the rails and stiles would require an adjustment to the
size and position of each box at the corners of each door. An easy
enough task if you only have a few, but if you have many similar
objects it quickly becomes a management nightmare.
A
Tip that offers a Solution
The
key to this lofting tip revolves around the ability to modify 2D
shapes in the third dimension to affect a change on the end conditions
of the lofted object. In Figure 4, I have extended the rail to the
center of the stile. This causes a bad condition with coincident
faces where the computer doesn’t know which faces you want
to view. Renderings will unpredictably display one or the other
and you have no control over which of the coincident faces show.

Figure
4: Coincident faces are a bad situation in max and VIZ over which
you have no control to view one or the other causing problems with
materials and shading.
The
trick here, as I mentioned, will be to manipulate the 2D shape in
the third dimension to make a “step” at the end of the
loft object
Figure
5 shows the 2D shape used for the horizontal rail profile in sub-object
Vertex mode.

Figure
5: Original rail 2D shape in sub-object Vertex mode.
I am
going to use the Refine command to add two new vertices near the
bottom of the short vertical sides at the top of the shape. See
Figure 6.

Figure
6: At sub-object Vertex level, use Refine to add two vertices to
the short vertical edges at the top of the shape.
In
the Front viewport I select the topmost four vertices of the shape.
I toggle the Transform Type-in to Offset mode at the bottom of the
display. I then enter 2” in the Z axis field and hit Enter.
This moves the four selected vertices back to match the top surface
of the vertical stile. See Figure 7.

Figure
7: By moving the vertices of the 2D shape in the Z axis, a notch
is created at the end of the loft object. The Perspective viewport
has the stile’s Properties set to See-Thru and the Left viewport
shows the displacement of the vertices in the Z axis.
Note:
in this example I am using only one shape on the loft path to define
the 3D object so I can illustrate the effect. The opposite end of
the loft object has an overhang that corresponds to the notch on
the end you see in Figure 7. You would need two loft shapes, one
at each end of the path, with the vertices moved the positive or
negative Z axis to get a notch on each end.
Figure
8 shows a couple of quick examples of using the same technique to
create objects that might be difficult to create with the same flexibility
with other modeling methods. The beauty is that any changes to the
2D shape or path will be parametrically reflected in the 3D object.
The object on the right has a Bend modifier on each shape the offers
another level of editing capability.

Figure
8: Two more quick examples of 2D shapes modified in the third dimension
to create complex, easily edited 3D geometry.
The
End
No,
this is not the end of the column, just the end of the vertical
stile. It should be milled to have the same profile as the edge
of the outside edge of the horizontal rail.
Note:
if you refer back to Figure 5, you will notice that the quarter-round
is not made of arcs but three straight Segments. By itself this
amount of detail will usually show up as faceted surfaces in the
3D mesh when rendered. In the Skin Parameters of the 3D mesh objects
I have also set the Path and Shape Steps to 0. This insures that
the frames are made with a minimal number of faces for greater efficiency.
These are details that can easily make a big difference in productivity.
We will remove the faceting in the mesh by applying a Smooth modifier
at the end of the exercise.
If
you look at Figure 9 you will see several 2D shapes similar the
original 2D profile at the top. Each subsequent shape has it’s
upper vertices moved downward to match the height of the corresponding
point on the profile.

Figure
9: Starting with the original shape at the top, each clone has it’s
upper vertices moved downward to match the height of the profile
itself.
These
2D shapes will be inserted at various percentages on the loft path
to create a stepped end to match the profile.
In
the Modify panel, Path Parameters rollout, I adjust the path percentage
to be at the edge of the first profile drop. In this example it
is at 97.1 percent. See Figure 10.

Figure
10: Loft object’s Path setting is at 97.1 percent. The yellow
indicator is at the edge of the profile cut.
At
this point, I Get Shape and pick the original shape. This holds
the original shape to this point on the loft.
I then
set the Path setting to 97.15 and get the next shape to create an
almost perpendicular drop to the top of the quarter-round. See Figure
11.

Figure
11: Put the next 2D shape at 97.15 percentage along the path to
create a drop at the top surface of the vertical stile.
At
98.1 percent I get the third shape, at 98.7 the fourth shape, and
at 99.1 I get the last shape.
Finally,
I apply a Smooth modifier to each loft object with AutoSmooth checked
on and the Threshold set to 50 degrees for this example to smooth
all faceting.
There
is more work that could be done with the materials, but this default
Wood is sufficient to see the effect. See Figure 12.

Figure
12: Rendered image of the finished rail and stile.
Summary
Hopefully,
this simple exercise will give you some insight into the capabilities
and power of some lofting options that are not often used. The advantages
are the ability to make quick changes to the 2D shapes used as loft
paths and cross-sections shapes to radically change the cabinet
doors.
It
you create a typical door and clone it throughout the scene as Instance
clones then the 2D shapes will still affect all Instances.
Experiment
with the technique on simple objects to become familiar with the
process and it will become a useful tool in your repertoire to create
efficient and easily edited objects to increase your productivity.
The
example files have been created in 3ds max 4.
Good
luck and have fun.
Ted
DOWNLOAD
SAMPLE FILES HERE (36KB)
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