Torus primitive?
Jonstark
Posts: 2,738
Could have sworn I saw a Torus primitive somewhere for use in Carrara, but I don't see it in my dropdown. Did I dream this up, or is there a torus somewhere for use in Carrara?
Comments
Insert a formula object and paste the following into the box and use parse
d=3;e=1;
p=2*PI*(u-0.5);
q=2*PI*(v-0.5);
x=(d+e*cos(q))*cos(p);
y=(d+e*cos(q))*sin(p);
z=e*sin(q);
Play with the parameters for adjustments.
That is from "that French site." Can track down the website for you
Note - you can also insert a spline object, draw a circle, center, choose the torus preset, then convert to a vertex object and untriangulate the mesh.
I realize the formula modeler can cause the heebeegeebees. ;-)
Thanks Diomede! I did find the French site on a previous search but missed any description of a torus
Not a primitive. A Spline model preset.
Drag the spline model icon (wineglass) into your scene and the spline modeler will open.
Choose the front isometric view, then a shape, or use the pen tool to draw one.
It's a good idea to center the shape. Go to Sections--> Center.
Now, to create the torus, select Geometry--> Extrusion Preset--> Torus.
A little window will open asking you the diameter you want the torus. In my medium scaled scene it is .29 ft. A larger value will mean a larger diameter ring.
That's it. You're done! If the torus is rough looking, you can use the spline modeler's version of smoothing. Go to Geometry--> Surface Fidelity. A window will open where you can enter a value. It defaults to 100%, but you can set it as high as 300% or 400%.
If you wish to convert it to a vertex model, in the Assembly room select Edit--> Convert to Other Modeler. When the window opens, select Vertex Modeler. I would leave the quality slider where it is. I used a surface fidelity of 300% and left the model conversion at 100%.
Open the model in the VM and you will see triangles. This one isn't bad. If you un-triangulate the model, Carrara does a pretty decent job.
Some more screen caps!
And yet some more. It really is very easy, just a few clicks, but I want to be detailed with the process.
Blah, blah, math! ;-P
can animate formulas too
Here is the website that has links to a lot of formula objects and formula shaders.
http://gianp.free.fr/carrara/indexcarrara.html
The helix comes up a lot as well.
Way cool Wendy. Of course, it won't look like that, but you can also keyframe the curves and such in the spline modeler as well.
This waving grass is a spline object, and the animation was done in the modeler:
https://www.youtube.com/watch?v=_8puXTRXt7Y
I think we have Fenric to t hank , it just appeared one day when I was having lunch ;)
In Hex I just add a circular spline (from Center or whatever), then add thickness. Makes sense...
In Carrara, I have no clue what to do. Nothing makes sense.
What plugin is that Andrew? I take it from your post that Fenric made it?
hya he has a freebie that inserts 4 primitives http://fenric.com/wordpress/downloads/ not sure what they are as they are a surprise , I dont have the torus in car 8.5 only 8.1 and I see I have downloaded his plugin , so I am giuessing it is his ;) I'll send you a pm with the link as well as I think you cant link to his site because it will interfere with the evil Daz empire taking over the univers..... ... ah someone's knocking at my front doo.......................
I have that plugin, but that isn't it.
I have that plugin, but that isn't it.
sorry, do you have architools? it seemed to appear at about the same time.?
I've got architools, but not what you're showing. I was thinking it was the Fenric plugin, but I've got that too, and like Evil said there's not a torus included.
Diomede's formula works fine, and I'm sure Evil's method work work fine too, but I'm curious where I might have seen that plugin, it looks like from your screenshot it does exist, just can't remember where I saw it. Maybe it's one of DCG or Inagoni's?
Actually, looks like the formula version won't work for what I wanted, which is to try to use it as a low poly primitive to grab dynamic hair into a ponytail holder, or at least not easily. I thought the formula object would convert to a vertex object, but doesn't look like it does at all, and the hair sims find the formula object very complex for calculations, slows the sim too much.
Trying Evil's method from the spline modeler next, I'm pretty sure I can make that low poly enough to work fine, but will test to be sure.
Just keep the geometric fidelity at 100% or lower in the spline modeler. Keep it at the defaults when you convert to a vertex object and you should be good.
I know where to change geometric fidelity in the scene physics tab in the assembly room, but I didn't know there was any place to change geometric fidelity in the spline modeler. I created a torus and changed it into a vertex object prior to even knowing or looking for this. Will it still work ok or should I start over, and if so where do I find geometric fidelity in the spline room?
It's in the spline modeler. refer to my screen shots from earlier.
You shouldn't need to start over. If the model.s resolution is too hight, you could just decimate it in the VM.
You can easily do a torus in the vertex modeler.
Insert an oval, set its definition with + and -
deselect the oval, use the cut tool on its center to make an oval outline....this is your profile
insert a line to define where the center of the circle is......this is your axis
select the profile and axis
click on the lathe tool (cup shape)..........everything turns gray
select the axis edge and a torus will be created around the axis
Use the + and - to set the desired definition.
So the further away the line is from the oval is the diameter of the torus?
Just tried it. Wow! Thanks for pointing that out. Super simple! I like the spline modeler, but if I need a vertex torus, this would be my preferred method!
evilproducer,
Yes....although it looks like trying it out answered your question for ya.:)
I don't bother with the spline modeler anymore, since everything in Carrara seems to revolve around the vertex modeler.
It also seems easier for me.
Just playin' now.
Another option is to grab a torus from the objects browser (see attached)
True, but the few times I've thought to do that I've pulled my hair out because it gives you two choices, and that's all you get. Thick or thin. And then I have to figure out if there's an easy way to modify them. Arggghh...
That's why I gave up and just use Hex. Draw a circle the size you want, add thickness as much as you want, and you're done.
Sweet(s)
True, but the few times I've thought to do that I've pulled my hair out because it gives you two choices, and that's all you get. Thick or thin. And then I have to figure out if there's an easy way to modify them. Arggghh...
That's why I gave up and just use Hex. Draw a circle the size you want, add thickness as much as you want, and you're done.
Must have missed this post. Sounds pretty easy to me.
http://www.daz3d.com/forums/discussion/53634/P15/#777081
Another simple method - draw a circle on the back grid, then a larger one on the left grid and do a path sweep :)