I'm after a long trench cause by a meteor landing. I've search "trench" "crash" "landing" and nothing comes up. Is there such a product? There is a good crash crater which I already own.
I'm after a long trench...the sort of thing in the Superman movie where the asteroid/ship skidded across a long field. How would that be made in d-force?
I'm after a long trench...the sort of thing in the Superman movie where the asteroid/ship skidded across a long field. How would that be made in d-force?
That's a good question!
In Hexagon one can make a half cylinder .obj. One can then morph that if need be using the x,y,z scales.
First attempt using a primitive plane deformed by 3 sets of tapered spheres. This needs refinement (make it longer, spread out the debris pile, but If this is close to what you are looking for, I can fine tune it then write up the instructions and post it to my dForce thread.
First attempt using a primitive plane deformed by 3 sets of tapered spheres. This needs refinement (make it longer, spread out the debris pile, but If this is close to what you are looking for, I can fine tune it then write up the instructions and post it to my dForce thread.
? wouldn't the burning stuff of an incoming anything leave a wider path than the actual rock/ship/whatever? I'm not an expert on this but the asteroids that landed straight down left a huge crater all around the area. I remember reading that the impact of such an asteroid if landing on carbon, would make DIAMONDS! So to own the land full of carbon that an asteroid lands on would be a good thing, yes!
? wouldn't the burning stuff of an incoming anything leave a wider path than the actual rock/ship/whatever? I'm not an expert on this but the asteroids that landed straight down left a huge crater all around the area. I remember reading that the impact of such an asteroid if landing on carbon, would make DIAMONDS! So to own the land full of carbon that an asteroid lands on would be a good thing, yes!
It might depend on what happened. A large impact such as the one that made the meteor crater in Arizona was essentially a rock hitting with such speed and force that it punched a hole into the ground and material vaporized, leaving a crater due to an explosion rather than with material plowed aside and/or ahead as an object slid to a stop.
What is physically accurate and what serves the purpose of the story I'm animating are two different things, but that above photos are the sort of thing I'm after. There are some great impact models in the Daz store, but not much in terms of trenches. So the above deformations or some use of the Terra product looks like the way to go. It's not just a trench but the formation of mounds of debris to either side of the trench.
This got me interested in trying something: Weight-Mapped D-Formers. It's not that difficult to set up. In short, select the terrain, add a D-Form, change the Influence to Weight Map, select the whole surface with the Weight Map tool, fill to 50%, then change to the Paintbrush mode and start digging.
Make sure the terrain is selected in the scene. It needs enough resolution to give any sort of detail with the D-Former, but a subdivision of 1 or 2 should be good enough, depending on how big it is. Create a new D-Former and name it whatever you want. It will be parented to the terrain, and if you select the D-Former field you will see a sort of bull's-eye with red in the center fading out to yellow at the edges. Go to the Parameters and locate Influence. Change it from Sphere to Weight-Mapped.
Now, select the Weight Map tool and go to the Tool Settings tab. I used polygon selection, but I guess it doesn't really matter. On the weight maps tab on the (bottom half), in the Unused Maps heading, there should be an entry showing for Influence Weights. Click on the Add Map button to the right. Now go to the viewport and right click anywhere and select Geometry Selection->Select All. This will select all the terrain polygons. Then right-click again and select Weight Editing->Fill Selected. Enter 50% in the popup. This will give a uniform offset to the mesh when you dial in the values for the D-Former. You can always move the terrain itself back down to compensate after.
You won't see any effect until you adjust the D-Former parameters. Back to the Scene tab, select the D-Former control (looks like a top) and dial in some Y-Translate. You can adjust the average influence with a combination of Y Translate and D-Form strength. You can reposition the terrain itself to re-align with surrounding elements if there are trees, buildings, etc. in the scene.
Now the fun part. With the D-Former selected, go back to the Tool Settings tab with the Weight Map tool active. Using the Paint Brush mode, you can now carve the D-Former to make the trench. Adjust the inner and outer radii to your liking, and click on the terrain to raise it up, alt-click to dig in. Voilà, landing trench.
Here's a little something I whipped up with a primitive plane and an unfortunate Greyling UFO. I just put a ground shader to give some detail.
Weight-Mapped D-Formers. It's not that difficult to set up. In short, select the terrain, add a D-Form, change the Influence to Weight Map, select the whole surface with the Weight Map tool, fill to 50%, then change to the Paintbrush mode and start digging.
You shared another good approach that can be used. I hadn't thought of using the 50% fill to allow the up and down with one map.
Comments
If you can't find anything, it probably can be made with dForce. Do you have an image that shows what you are looking for?
This has a bit of a trench
https://www.daz3d.com/point-of-impact
I'm after a long trench...the sort of thing in the Superman movie where the asteroid/ship skidded across a long field. How would that be made in d-force?
That's a good question!
In Hexagon one can make a half cylinder .obj. One can then morph that if need be using the x,y,z scales.
First attempt using a primitive plane deformed by 3 sets of tapered spheres. This needs refinement (make it longer, spread out the debris pile, but If this is close to what you are looking for, I can fine tune it then write up the instructions and post it to my dForce thread.
Interesting!
I think it has potential with a bit of work. I need to play with the surface parameters some.
Here's the same mesh spread out horizontally and with a spacecraft at the end.
? wouldn't the burning stuff of an incoming anything leave a wider path than the actual rock/ship/whatever? I'm not an expert on this but the asteroids that landed straight down left a huge crater all around the area. I remember reading that the impact of such an asteroid if landing on carbon, would make DIAMONDS! So to own the land full of carbon that an asteroid lands on would be a good thing, yes!
It might depend on what happened. A large impact such as the one that made the meteor crater in Arizona was essentially a rock hitting with such speed and force that it punched a hole into the ground and material vaporized, leaving a crater due to an explosion rather than with material plowed aside and/or ahead as an object slid to a stop.
What is physically accurate and what serves the purpose of the story I'm animating are two different things, but that above photos are the sort of thing I'm after. There are some great impact models in the Daz store, but not much in terms of trenches. So the above deformations or some use of the Terra product looks like the way to go. It's not just a trench but the formation of mounds of debris to either side of the trench.
This got me interested in trying something: Weight-Mapped D-Formers. It's not that difficult to set up. In short, select the terrain, add a D-Form, change the Influence to Weight Map, select the whole surface with the Weight Map tool, fill to 50%, then change to the Paintbrush mode and start digging.
Make sure the terrain is selected in the scene. It needs enough resolution to give any sort of detail with the D-Former, but a subdivision of 1 or 2 should be good enough, depending on how big it is. Create a new D-Former and name it whatever you want. It will be parented to the terrain, and if you select the D-Former field you will see a sort of bull's-eye with red in the center fading out to yellow at the edges. Go to the Parameters and locate Influence. Change it from Sphere to Weight-Mapped.
Now, select the Weight Map tool and go to the Tool Settings tab. I used polygon selection, but I guess it doesn't really matter. On the weight maps tab on the (bottom half), in the Unused Maps heading, there should be an entry showing for Influence Weights. Click on the Add Map button to the right. Now go to the viewport and right click anywhere and select Geometry Selection->Select All. This will select all the terrain polygons. Then right-click again and select Weight Editing->Fill Selected. Enter 50% in the popup. This will give a uniform offset to the mesh when you dial in the values for the D-Former. You can always move the terrain itself back down to compensate after.
You won't see any effect until you adjust the D-Former parameters. Back to the Scene tab, select the D-Former control (looks like a top) and dial in some Y-Translate. You can adjust the average influence with a combination of Y Translate and D-Form strength. You can reposition the terrain itself to re-align with surrounding elements if there are trees, buildings, etc. in the scene.
Now the fun part. With the D-Former selected, go back to the Tool Settings tab with the Weight Map tool active. Using the Paint Brush mode, you can now carve the D-Former to make the trench. Adjust the inner and outer radii to your liking, and click on the terrain to raise it up, alt-click to dig in. Voilà, landing trench.
Here's a little something I whipped up with a primitive plane and an unfortunate Greyling UFO. I just put a ground shader to give some detail.
Thank you, that looks quite interesting too :-)
You shared another good approach that can be used. I hadn't thought of using the 50% fill to allow the up and down with one map.
Thanks for the tutorial. I look forward to trying this out....
There is also this: https://www.daz3d.com/mesh-grabber
It will do what you want, the forum thread is here: https://www.daz3d.com/forums/discussion/comment/5277596/#Comment_5277596