Both of these tools seem to accomplish similar results - stretching & squeezing an image at certain points.
What are the differences? Pros & cons? When would you choose one over the other?
-Ted
Both of these tools seem to accomplish similar results - stretching & squeezing an image at certain points.
What are the differences? Pros & cons? When would you choose one over the other?
-Ted
I’ve only used Extended Bicubic for 2D surfaces and Deform Mesh for 3D geometry. I sort of draw the division there. Is there any crossover beyond that?
Update: I just gave Deform Mesh a try on a 2D surface. A little janky for me, but seems to work somewhat similar. Feels like there’s more control via Extended Bicubic on 2D.
This would be a whole Logik Live episode.
Deform mesh (FFD - freeform deformation) works for both 3D objects and surfaces. A deform mesh is like a world space modifier, you can bend the space and move the object through it. The 3x3x3 deformation matrix will be created so that it covers the entire object at the specific moment it is created. Create it around a sphere and the FFD matrix is a cube, create it around a displaced surface it willl be a rectangular prism.
FFD will have 3x3x1 cells when it is created. I usually make it 3x3x3 right away. The FFD cells deform the object smoothly, but the lattices (another level of subdivision) will deform the object like in a linear corner fashion.
Create an FFD around a flat surface, adjust its corners to create a U and roll it over your surface to create a page curl.
Create an FFD around a sphere, move the FFD vertices to create a spiky shape and your sphere will become a rocky surface. Rotate the FFD for rippling effects on the surface.
Create an FFD around a cylinder. Squish the top corners to create a cone. I used this method to create a cheese tube (or toothpaste tube).
Create an FFD around a fish object. Move everyother line of corners to create a wave. Move the FFD through the fish to make it wiggle and swim. You can use this wriggling fish as a ParticleDraw object in a particle system to create a school of fish.
The Outside button is important when using deform mesh. It can make you or break you.
For extended bicubics see LogikLive ep74 and LogikLive ep148
This really would make a good logik live.
These are what I see as the differentiating characteristics between Surface Type and Deform Mesh.
Surface Type
Deform Mesh
Use cases
Everyone uses ext bicubics, but deform mesh is criminally underrated. Deform mesh with magnet tool is one of the most powerful parts of Flame.
One of the best things about these tools is they aren’t mutually exclusive and actually become even more powerful when used together.
Also, bilinear sucks.
To add: Wish we had a better spline based warping solution, but I end up in the deform node more than I think most people do.
Deform mesh good for adding planar track to.
@johnt Ooooh. Please explain. A use case?
I’ve used it for binocular reflection replacement (any reflection that needs a distortion really) before. The camera is locked off so the reflection stays still but the person is moving the binoculars around. I have my surface for the reflection layer set up, it’s just sitting there, no tracking necessary but I need distortion that is relative to the moving binoculars. So I track the binocular lenses, add a deform mesh, and use the biocular track data on the axis for the deform mesh. But more often I’ll just do this with a distort node. I just it simpler and faster than stabilizing the binocular lens, applying that tracking data to the insert plate, so on and so forth.
When I realized that the deform node took planar tracking, it changed my workflow.
I use both deform and extension bicubics regularly. It’s just horses for courses.
I wish there was a 2d deform mesh. It’s so much friendlier than the mass of bezier handles a heavily subdivided bicubic has. Most of the use cases are on 2d material, so it’s silly that there is a front and back vertex.
Also would really really love for Flame to have a cluster / vertex set deformer.
There are almost certainly FR’s for both of those but it’s Sunday and I’m on my phone, so I am not finding the links for them.
Love this!! Any volunteers to be on that Logik Live?
I’ll watch!
Sure, I’ll volunteer, but rank me really low if others also volunteer. I’m offering because I don’t want this steam to die, not because I’m an expert in these matters.
I can volunteer for 28 June. Or late August.
Also Distort could use some updating. I love distort for very specific things like tummy tucks, but it can be very fiddly to use or make global changes.
I would be happy to evangelize about deform mesh
Whoever does it
NB The way you pull out the deform mesh is very important. It tests my patience getting the node out and having it only map a small part of the surface.
@johnt What is the way to pull it out without it mapping only a small part of the surfce? It’s been bugging me for ages.
I made an extended bicubic set-up that inverts itself. The amount of vertices is fixed, but you can manipulate the offsets into a shape, adjust the shape with the vertices, fully animatable, and a second action will invert. You take a bit of a filter hit, but what the hell, it’s only television commercials.