A little more experimenting with the X Chair today before I call it a night. But I know I won't π
A single Python Tag controls the R.H of all 26 pieces, sending two pulses through the structure. Each piece takes its turn, does a little dance, and settles back into place, just in time for the next one to get moving.
They're all still the original meshes, with their axes untouched. And most importantly, the procedural noise stays unique to each individual piece, giving each one its own wood grain.
Yay!
I really like abstraction. Sometimes you can't quite tell what you're looking at, but there's something familiar about it. Like a hazy memory you can't quite place, yet somehow it feels warm.
I've got nothing against ultra-clean renders, but I think a little grain or noise adds character. Not everything needs to be perfectly sharp and spotless.
@socoloffalex An Interpretation of Michelangelo's Creation of Adam Based on Neuroanatomy
Just read the article that was published on OctoberΒ 10, 1990.
It will open your eyes.
Spent most of today trying to animate all 26 pieces of the X Chair without messing up the procedural wood grain.
Fracture was the main culprit. Every time I used it, the random noise turned into a repeating pattern across the pieces. The Connect Object did the same. So that was a nah, that won't do.
Even centering the axes of all 26 pieces caused the noise to repeat, which was interesting, considering they were all split from one original mesh. I suspect it had something to do with how the procedural noise coordinates were being evaluated.
Tried Xpresso, a Python Generator, and a few other approaches, but something always got in the way.
I was pretty adamant about preserving the random patterns while still adding motion, so I had Rose write me a Python script that rotates each piece around its own center without changing the original axes.
One Python Tag controlling all 26 pieces. Everything moves, the wood grain stays intact.
It really was a day.
Working on a simple procedural wood material for the X Chair in Cinema 4D and Redshift.
Tried everything from 4K to 16K image textures, but couldn't quite get the sharpness I was after.
So, procedural it is. Each rib gets its own noise pattern, so the wood grain doesn't repeat across the structure.