#Broken Bulb
9 messages in this thread
Hello out there,
I'm trying to build a model of a broken bulb with sharp edges. The result will
be the top half of the bulb separated from the bottom half.
Is there a brilliant soul out there that might have a clue of how to do this?
I thank you in advance.
Alex K.
You could try making a very flat disk. Then pull the edge vertices of this disk
around to represent the jagged part of the bulb (be sure to keep it as thin as
possible). Then Boolean away the jagged disk from the bulb (if you kept the
jagged object thin enough the space should not be noticable). You might then be
able to seperate the two halves into elements since they share no common faves
or verts.
I'm an artist so I would not need to be exact. If you need to have the
edges line up with no gap at all that will take someone more creative than I. I
could also suggest finding a friend that programs and getting him/her to write
a simple program to do this for you.
Hope this helps (HTH?)
————————————–Will
Thank you Will for your help. I'll give it a try.
Alex K.
Hi Alex,
–broken bulb–
<<Is there a brilliant soul out there that might have a clue of how to do
this?>>
yup 🙂
Take a real lightbulb, break it and feed it piece by piece into your floppy
drive 🙂
OK here it is but in order to do it (by my method), you'll need DISPLACE.pxp
(from disk Yost disk #7)
I'll assume that you've already made your bulb object.
1) make a copy of your bulb object but make sure it's in exactly the same place
as the original object — this is important
2) make a grid box using GRIDS.pxp (30 grids width and length, 1 grid on the
height, make the height a value that's at least 3 times the value of the width
and length
3) scale the grid box so that if you look at the TOP view, the extents of the
grid box are bigger than the diameter of the bulb.
4) load up the grid object in DISPLACE.pxp and select a fractal map.
5) increase the power setting of the displacement map to your own desire. —
not so much that the displaced verts from the bottom plane get too close to the
top plane
6) exit displace
7) re-position the now displacd grid box so that the top group of verts in the
box lie where you want the break to occur.
8) IMPORTANT — mak sure that NONE of the verts from the bottom plane of the
gridbox intersect the bulb.
9) Make a copy of the grid box in the same place as the original object
10) move one grid box directly up so that the bottom verticies of the box you
are moving match up with the top verticies of the first grid box.
11) now click on create/object/boolean — click subtraction and OK.
12) click on one bulb and then either the top or bottom grid.
13) after it creates the boolean object, redraw the screen and and use the
other grid box to boolean the opposite section of the bulb (click on the bulb
object that is still whole, and then on the grid box)
14) now you've got two pieces of light bulb that fit together perfectly
for added fun 🙂
take the bulb pieces into OPTIMIZE and tessalate them with and edge tension of
about 25 — doing this will give really cool effects if you shine a spotlight
with raytrace shadows ON. it makes small cracks appear in the shadow of the
bulb. (when you use a transparent material).
-Kyle
Nice trick, Kyle.
– G
G,
thanks, I just uploaded an image of it in the 'images' section
-Kyle
WOW Kyle,
Thank you, I'll try this. I'm not sure how I'll do it, but I'll try.
What I did last night was simply build the two halves of the bulb as if it were
cut precisely in half, and then pulled vertices and faces, so that I get the
jagged edges along the sides. After welding a few vertices all manually, the
problem is that when I render, I get a few faces missing and the other ones
that I moved, show up different at rendering.
Do you know why that is? I don't understand why the pulled faces show u[ as a
different color or shade of "glass."
If you can help me out, please let me know how to fix this.
Thanks again,
Alex K.
>>broken bulb…
Hey Alex,
I just tried this and made a decent broken bulb in about 10 minutes. (As
usual, it takes longer to write about it than to do it!)
I drew a half-bulb outline in the shaper and lofted it around a surf-rev path
to make a bulb object. (Use plenty of steps on your shape and path to get lots
of faces in the mesh. Note also that you'll probably have to fix the pole
vertices of the surf-reved object.)
Then I went into the editor and selected all the faces in the top section of
the bulb and detached them (see paragraph below). Here, it is much easier if,
from the top view, you 1st select the faces on the entire back half of the bulb
and hide them. Detach the top section of the front half of the bulb, then hide
that section, unhide the whole bulb, invert, and select and detach the broken
top section of the back half of the bulb. Finally, attach the two top
sections. Was that confusing enough? <g>
Note that to get a realistic break, you can first select a bunch of faces by
Fence, use Edge/Turn on appropriate edges to flip the direction of the
diagonals, then select additional faces one at a time. This will allow you to
guide the edge of the broken surface so it won't be "blocky". For a little
more control, you can manually drag the vertices along the break line, but to
keep the bulb from loosing its shape you would want to do this in a user view
aligned with the face you were working on (Display/UserView/Align) and not drag
a vertex too far.
After I broke the bulb, I moved the top section up some and applied the library
glass material with the transparency turned way down (under 10) to both
sections and it looks pretty good.
Another way to make this would be to pull vertices on perhaps a cylinder to
make a "break surface" object, copy it and boolean subtract it from another
object to give two mating halves. Then subtract each half from a copy of a
light bulb object, giving a top & bottom section. However, then you must
delete all the "internal" excess faces across the break.
There may be other better ways, but I sure can't think of them right now.
JKJ
Hi there John,
I thank you for you prompt reply and will try this method as well.
Boy, all of you guys really came up with great stuff! Thanks again!
Alex K.