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SubSpline – Quick Start Tutorial

SubSpline is an Advanced Subobject Selector & Material IDs Editor for spline shapes in Autodesk 3dsMax.

With this plugin, you can edit your shapes way faster, using its smart and efficient tools for selecting vertices, segments and spline subobjects.

SubSpline is also the perfect tool for managing the material IDs in your splines, due to its extensive set of functions ment for this porpose.

Some tools in this plugin work only in subobject level (like the ones in Select Subobjects section), while others can work both at base or subobject level. See the image above.

SubSpline was ment to work in parallel with 3dsMax Editable Spline tools. You can switch between the different subobject levels directly from the script’s UI, with the vertex/segment/spline buttons, at the Main Panel.

Vertex/Segment/Spline (icon buttons):
These 3 check buttons are clones of the ones in Editable Spline parameters and have the same function: enable or disable the corresponding subobject level edition.
When active, all the controls in Select Subobjects section become enable and ready to operate.
You can hold CTRL+button to convert the current subobject selection to a different type (like you do in 3dsMax Editable Poly).

Select an editable spline shape and start playing with SubSpline tools. The pugin is very intuitive and easy to learn.
You will really speed up your workflow and reduce your spline editing times by half.

If you are a user of iToo Software RailClone plugin, SubSpline will open a world of exciting new possibilities for you. It’s a great tool to manage spline material IDs, fast and efficiently.
Here’s a great RailClone & SubSpline Tutorial.

For further information and detailed description of every tool in this plugin, please check the SubSpline Manual.

Cheers!

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SubSpline Tutorial: Working with RailClone

This video shows the great advantage of using SubSpline 3dsMax plugin to complement and maximize iToo Software RailClone‘s capabilities by managing spline material IDs fast and efficiently.

Note: If you are not familiarized with the use of spline material IDs in RailClone, we recommend you to first see this tutorial.

Video ThumbnailSubSpline 3dsMax plugin Tutorial: working with RailClone plugin (iToo Software). How to maximize RailClone capabilities by managing spline material IDs.

For further and detailed information about SubSpline tools, please refer to the SubSpline Manual.

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TurboSplines: Making Light Trails

“Mystical Explosion”. Art by Rodolfo Rodríguez, CG Artist & Animator.

Hi guys!

In this tutorial we will see how to recreate this cool VFX work, called “Mystical Explosion”, using TurboSplines 3dsMax plugin.

Although this kind of special FX (light trails and light rays) are usually made with 3D particles, VXF plugins or directly in postproduction, the power and versatility of TurboSplines allows you to easily create them as 3D meshes, so you can have a fast realtime representation of the whole thing and control every aspect of the final shape. Let’s start.

First, we need to create the nucleus. It’s like a magical gem about to explode.

Create a geosphere. Then add an EditPoly modifier and extrude all its faces a bit outwards to make it look like it’s cracking because of the internal pressure.

To make the paths for the light trails, you can use circular shapes and place them like orbits around the nucleus. Another way is to make a torus knot object (Control Panel > Extended Primitives) and extract one of its edge loops to use just a single spline as the path. But the better and easier way to get a cool path for this, is using Spiros plugin. It’s as simple as creating any primitive shape in 3dsmax. The one in this tutorial was made with that plugin. Look at the image below.

Now open TurboSplines. At the Creation section, load the path/s and create 5 or 6 cylinders along the path/s to make the light trails. Use the extra feature Taper to make the trails look more dynamic and appealing.

To make the bigger end of the cylinders look smoother, change the basic geometry of the meshes from cylinder to capsule (with rounded end). Go to CreationMesh Type and select Capsule. Then press ‘(Re)Buil Geometry’.

Adjust the meshes’ radius, segments and height at the Edition section.

Once you are happy with shape of the light trails, hide them to start making the radial light rays coming out of the nucleus.

For this example, instead of using a post-render effect, we will build the light rays as 3D geometry (for the same reason we did that with the light trails).

Although there are other methods to create objects like spikes on the surface of another object, we recommend you to try this great free plugin called Vertices to Splines.

Download the script and do the following.

Make a copy of the geosphere, scale it down a bit and delete the EditPoly modifier. This way you can use its vertices as starting points for the radial light rays.

Using the script and the second geosphere, generate the radial splines with some length variation to make like the bright of a star. See the image below.

Then use TurboSplines again (cylinders with taper) to quickly create like spikes, emerging from the geosphere. Delete this second sphere.

Unhide the light trails meshes and check the general shape and volume of the final model. Make the necessary adjustments.

Create a camera and set a nice view for the final composition.

Assign some nice materials for the light trails, the nucleus and the radial light rays.

Render the image, with all the channels you need to have enough freedom for compositing (diffuse, reflection, z-depth, transparency, etc.)

Finally, in your favorite image-editing or post-production software, retouch the image/s, add glows, smoke, bright and additional effects to your final render.

That’s all! I hope you liked this tutorial. If you have any doubts or consultations, please post them down here on the comments section or write us through this Contact form.

Cheers! 🙂

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