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Lofting
II
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Fundamental Lofting Methods: Part II
Last month we had a look at the fundamentals of lofting a shape
along a path in either Autodesk VIZ or 3ds max. In one of the exercises
you lofted a rectangle along a path to create a small section of
sidewalk, you then edited the path to fillet the corner resulting
in a curved portion. Finally you optimized the mesh by changing
Path and Shape Steps and by adding vertices to the curved segment
of the path for more local detail.
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month we will investigate lofting a little deeper. You will
learn how to apply a handicap ramp to the sidewalk by lofting
multiple shapes along the same path. Remember there is no limitation
to the number of shapes on any given path or the number of vertices
in each shape. However, each shape must have the same number
of spines, for example you cannot loft a Donut shape (two splines)
and a Circle shape (one spline) on the same path. |
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Figure 1: A rectangle lofted on a curved path to create a sidewalk
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In
Figure 1 you will see the rectangle used last month to loft the
curved sidewalk. The result is a rectangular cross-section along
the entire walk.
There
is a copy of the original rectangle that has been edited by adding
a vertex and moving one corner to create a sloped section.
HINT:
I’ve set the initial file up with a little glitch that will
illustrate something that occurs quite often in lofting production
and is one of the leading causes of users abandoning lofting as
a tool in max or VIZ. Can you guess where there is a problem by
looking at the shapes? I also selected the shapes and, in the Object
Properties dialog, set Vertex Ticks on so you can see the shape’s
vertices without being in sub-object Vertex mode.
Lofting
Multiple Shapes on a Path
The
process involved in lofting multiple shapes on a path is to
simply go to a different level on the path and perform the
Get Shape operation again. If you select a loft object and
go to the Modify panel, there is a rollout called Path Parameters.
See Figure 2.
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Figure 2: In the Modify panel of a selected loft object you
will find Path Parameters rollout.
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It
is set to 0 percent along the path as being the active level
of the loft object. This is measured from the First Vertex of
the loft path. There are options to measure the distance in
display units Distance and Path Steps. In this case we have
Path Steps set to 0 for optimization of the mesh, so each Path
Step is a vertex along the path.
TIP: To find the length of a shape, select the shape, go to
Utilities panel, and choose Measure. Using Measure on 3D objects
will report surface area and volume.
In this example we will use Distance to determine the active
level on the path. The number display in the Path field is now
in feet and inches rather than in percent. If I enter 12’0”
in the Path field a yellow tick on the path moves 12 feet along
the path and that becomes the active level. See Figure 3. |
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Figure 3: Changing the Path, Distance setting for the loft object
moves the yellow tick from First Vertex to, in this case, 12’0”
down the path.
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Modify panel I pick Get Shape and pick the new cross-section
shape to set it at this level. The result, however, might not
be exactly what you expect, let alone what you want. See Figure
4. |
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Figure 4: Get Shape at the 12’0” level creates a
nasty twist to the sidewalk. |
The
twist is caused by the First Vertex position on the shapes. The
First Vertex shows up as a box on a vertex in the viewport and,
as you can see, they are not in the same relative position on each
shape. (This is the glitch I introduced to illustrate a point).
The lofting process analyzes the shapes on the path and connects
the First Vertex of each shape, then it creates a new segment for
each vertex and Shape Step setting, resulting in a 3D mesh.
To
correct the problem I will select the sloped shape and go
to Modify panel, sub-object Vertex. I select the upper right
vertex and click the Make First button. Making the First Vertex
on each shape in the same relative position takes the twist
out of the loft. But it still doesn’t look the like
a handicap ramp. The beginning of the sidewalk is rectangular,
but it starts to slope immediately at the beginning and gradually
transitions to the full slope at 12’0”.
What
I need to do to correct this is to get the original rectangular
shape at 12’0” to hold that cross-section for
the first 12 feet., then in Path Parameters rollout, I enter
13’0”. At that level I do Get Shape and pick the
sloped shape. See Figure 5.
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Figure 5: Get the original rectangular shape at 12’0”,
set the Path level to 13’0” and get the sloped shape.
This holds the rectangular cross-section for 12’ then
slopes quickly in 1’. |
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I set the Path level at 16’0” and get the sloped
shape again. This holds the sloped cross-section for 3 feet.
Lastly, I set the Path level to 17’0” and get the
original rectangular shape. This transitions from sloped to
rectangular in 1 foot and holds the rectangular cross-section
to the end of the path. See Figure 6. |
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Figure 6: The sloped shape is at level 16’0” and
the rectangular shape is at 17’0”. The handicap
ramp is complete at the location I specified. |
The
position of the ramp can be easily adjusted at any time to move
or resize the ramp. There are two methods of adjusting the position
of the shapes on the path.
First
I can go to Modify panel, Stack view and select sub-object Shape
for the selected loft object. It will turn red when selected. See
Figure 7.
Once
the shape you want to move is selected, the Path Level in
the Shape Commands rollout shows the level it is currently
on. All you have to do is type in the new distance that you
want that shape to be on and hit Enter. The shape will move
to the new position.
The
other option is to select the shape or shapes while in sub-object
Shape level, then click the Select and Move button and simply
move the shapes along the path.
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Figure 7: In Modify panel, Stack view, choose Shape sub-object
level, and pick the shape on the path (not the original shape)
that you want to move. It will turn red when selected. |
Work
with some simple examples to get a feel for how lofting can be easily
edited on the fly, which is not always so simple with other methods
of modeling. The profile of the sidewalk could quickly be changed
to add curbstones by adding vertices to the original shapes to create
a grove near one edge. Edges can be chamfered or filleted for more
detail and the sizes of the sidewalks can be altered quickly. Because
the shapes are Instanced on the path, any modifications you make
to the 2D shapes will be automatically applied to the entire sidewalk.
In
a bit you will see some advantages that lofted objects have when
it comes to applying materials and maps to the surface.
And
another thing…
First
I want to show an example of creating “clean” mesh objects
with lofting. Remember I said each shape can have as many vertices
as you want and each can have a different number of vertices.
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I loft a Circle shape to a Star shape on a straight path I get
a complex object. See Figure 8. The Circle has 4 vertices and
the Star has 12 with 5 Shape Steps to interpolate the curvature.
As you can see, the object is what you might expect, but if
you look closely you will see that VIZ or max has to make some
guesses as it transitions the surface from few points at the
bottom to more points at the top. The result is a somewhat irregular
surface that you don’t have complete control over. |
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Figure 8: A Circle and Star lofted on a straight path. The program
interpolates the topology of the surface to transition from
4 vertices at the bottom to 12 vertices at the top. |
It
is often better to use shapes with the same number of vertices along
the path for a much more regular surface. This will help eliminate
surface glitches as the software determines the topology. In Figure
9, I have substituted a circular N-Gon shape with 12 vertices for
the Circle at the bottom. The surface is much more regular and would
be easier to optimize and to control the transitions between shapes.
Materials,
Mapping, and Lofted Objects
You
have seen some of the editing advantages of using lofted object
with multiple shapes along the path. There are also some significant
advantages of lofted objects when it comes time to apply materials.
What I want to do is apply expansion joints to the sidewalk,
but I don’t want extra geometry. I will use a Bump map
to give the illusion of joints while leaving the geometry
as is. The map I will use in my material will be a Gradient
Ramp map that is standard in VIZ and max. White areas of the
map create bumps while black areas have no effect on the surface.
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Figure 9: Substituting the Circle shape with 4 vertices with
a N-Gon with 12 vertices results in a much “cleaner”
mesh that can be better optimized and edited. |
In the
Material Editor I assign as Gradient Ramp map to the Bump slot.
In the Gradient Ramp I change the flags to black and white and set
the Interpolation type to Solid. See Figure 10. Moving the white
flag to the left results in a white field with a thin black line
along the left edge. I also entered 90 in the W: Angle field in
the Gradient Ramp Coordinates rollout, to rotate the map 90 degrees.
TIP:
In max and VIZ there is a handy formula…XYZ=UVW. Both
axis designators mean the same thing. UVW is used for materials
but were chosen just because they are the next three letters
in the alphabet.
In
the Gradient Ramp level of Material Editor I turn on the Show
Map in Viewport toggle so I’ll see the Ramp on the object
in the shaded viewport. It appears as a white sidewalk with
a thin black strip at one end.
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Figure 10: A Gradient Ramp map with black-white-white flags
and Interpolation set to Solid. The map is rotate 90 degrees
in the W axis. |
I select
the loft object and, in the Modify panel, Surface Parameters rollout,
I enter 8.0 in the Length Repeat field of the Mapping area. This
repeats the black-white pattern over the length of the sidewalk
loft object. See Figure 11. When rendered the black becomes an indented
expansion joint in the surface of the sidewalk. It only simulates
the indentation and does not add much overhead to your rendering
time.
In
Summary
It
is safe to say that I am a rabid proponent of lofting in 3ds
max and Autodesk VIZ. It offers unprecedented control in the
density of the mesh, the variations of cross-section shapes
along the path, and special control for material mapping coordinates
that are not found elsewhere.
Major
changes in your geometry can be accomplished by simple tweaking
of the 2D shapes that make up the loft shapes resulting in
a freedom of design that you don’t get with other modeling
methods in VIZ or max or certainly in most CAD software.
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Figure 11: In Modify panel, Surface Parameters rollout, for
the lofted object, the Length Repeat adjusts the number of repetitions
of the map along the length of the path. |
Uses
for lofting can range from roads and walks, to counters and cabinets,
to complete multi-story facades of buildings. Lofting is often my
choice for modeling even if there is a faster way to create the
object initially because of the flexibility it offers.
Learn
how to use it, then you can make an informed choice on how best
it might fit into your workflow.
Good
luck and have fun.
Ted
Download
Sample Files HERE (34KB)
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