set either the texture Scale H or V to something absurdly high. ( not both )simple, noiseless gradient textures are ideal, otherwise a Moiré effect is likely to occur.Lossy Texture Compression can also cause the Moiré effect when using textures larger than 32x32(?)- Anisotropic Filtering will weaken this effect.
textures available here most applicable for : sphere, tube, ring, 33->shapeswith parameters that cause clipping, you can create an interesting jagged look.example ;
Taper/Hole Size | X: 0.0, Y: 1.0 |
Hollow | 95.0 |
Skew | 0.9 |flickering IS a big problem with this technique - by playing with the parameters as needed, it can be lessened. for this demonstration, we will start by making an hourglass with Cylinders. lots more possible beyond this though .
- rez a Cylinder >
under Features tab, set to Flexible >
Object tab >
Taper | x: 1.0, y: 1.0 | - duplicate Flexi Cylinder >
Object tab >
Taper | x: -1.0, y: -1.0 | - add this texture to both prims
UUID : 30d2e49a-b6d4-59e6-5049-9866f5245686
Scale | H: 0.0, V: 0.9 |
Offset | H: 0.25, V: 0.0 | or | -0.25, V: 0.0 |
mirror offset depending on which value reveals only the pointy end of your flexis.if selection is hard, try enabling Transparent view.
CTRL+ALT+SHIFT+T.hopefully you now have a diamond-esque flexi ! very classic 3D technique that uses inverted faces to create "lines".- one-prim outlined Sphere
Hollow | 95 |
Twist | B: 180, E: 180 |
- two-prim outlined Torus
Torus 1 ;
do nothing to it.
duplicate the Torus
Torus 2 ;
set face:0 to transparent
Hollow | 95 |
Scale | increase |
Hole Size | y:increase |other shapes? believe in yourself . most applicable for : sharp-edged shapes or facesusing a sphere normal map you can kind of imitate smooth shading on cubes, or other similar shapes .texUUID : b30dd3c0-c02e-53b2-095e-0da3f4827f40Apply that UUID in the Normal Texture slot, and set the Normal Scale Mapping to; | h:0.6, v:0.6 |