Creating a Simple Screw
46926 22 2- Lyonz
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Hi all i was wondering if anyone had a good way to model a screw as im beat.
This is what i have done so far:
http://i23.photobucket.com/albums/b395/1davidlyon/Screw.jpg [i23.photobucket.com]
I have used a curve and snapped the points to the grid then used a revolve to get a 360 model.
I am wondering if there is a HELIX shape or option in houdini like 3ds max has ? If someone knows how to create a simple spring that would do.
This is the kinda method i used in 3ds max:
http://www.freeitsolutions.com/3ds/viewTutorial.aspx?id=3380 [freeitsolutions.com]
This is what i have done so far:
http://i23.photobucket.com/albums/b395/1davidlyon/Screw.jpg [i23.photobucket.com]
I have used a curve and snapped the points to the grid then used a revolve to get a 360 model.
I am wondering if there is a HELIX shape or option in houdini like 3ds max has ? If someone knows how to create a simple spring that would do.
This is the kinda method i used in 3ds max:
http://www.freeitsolutions.com/3ds/viewTutorial.aspx?id=3380 [freeitsolutions.com]
- mark
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- Lyonz
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- edward
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- Lyonz
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edward
Try searching on odforce.net … I vaguely recall someone putting up an example.
Ive had a look on odforce and couldnt find an example would someone be able to break down how the file above was created ? as i get errors when reconstructing it …
The error i get is bad parameter reference “../turns” in parameter /object / circle_object2/circle1/divs
The error i get is bad parameter reference “../quality” in parameter /object / circle_object2/circle1/divs
- ragupasta
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- ragupasta
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- Lyonz
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- jacob clark
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- Lyonz
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jacob clark
Hi Guys,
Another great trick…
Try using the twist SOP on a highly subdivided box.
Maybe not the most elegant, but damn, if it doesn't look like a screw to me!
cheers,
-j
Yea i tried this at first and gets you a great result if your after a ground drill like this.
http://www.tradevv.com/TradevvImage/productimages/Ground-drill-A5ba18.jpg [tradevv.com]
- old_school
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ok here's my attempt at a screw. Lag bolt more like it. I like the profile approach as opposed to the old school make-a-corkscrew-then-pound-the-crap-out-of-it way.
Hopefully the cookie (boolean) operations hold up…
I am sure that there are procedural ways to better fuse up the shaft to the thread and better work on the tip. It's just lining up your ducks.
As well I eyeballed the copy SOP to align the sweep of the profiles but I am sure you can get simple math in there to do real thread pitch standards.
Hopefully the cookie (boolean) operations hold up…
I am sure that there are procedural ways to better fuse up the shaft to the thread and better work on the tip. It's just lining up your ducks.
As well I eyeballed the copy SOP to align the sweep of the profiles but I am sure you can get simple math in there to do real thread pitch standards.
There's at least one school like the old school!
- Anonymous
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This is what I came up. It's not ready yet, many parameters are missing or need to be rewired but it's a good start. Not faraway from full working procedural.
Below you can find HIP file and OTL for DOWNLOAD:
http://www.4shared.com/file/149824982/e2bb698b/screw.html [4shared.com]
http://www.4shared.com/file/149826584/a8cbfd51/Screw_OTL.html [4shared.com]
Below you can find HIP file and OTL for DOWNLOAD:
http://www.4shared.com/file/149824982/e2bb698b/screw.html [4shared.com]
http://www.4shared.com/file/149826584/a8cbfd51/Screw_OTL.html [4shared.com]
- old_school
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- AndersBP
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- Lyonz
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- Anonymous
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- Lyonz
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- Anonymous
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- Lyonz
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- matthias_k
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I know the question was: How to model a screw :-)
But hopefully this is helpy, too. If it's not necessary to have the real geometry, maybe a simple displacement shader can do the work.
This solution gives more flexibility and can bring a cleaner look without having “big” models. If you get “artefacts” in the rendering, make sure “Predicng” is set in the SOPs render settings.
But hopefully this is helpy, too. If it's not necessary to have the real geometry, maybe a simple displacement shader can do the work.
This solution gives more flexibility and can bring a cleaner look without having “big” models. If you get “artefacts” in the rendering, make sure “Predicng” is set in the SOPs render settings.
English is not my native language, sorry in advance for any misunderstanding :-)
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