Wow! I just got recommended your channel. Great vid, just subbed! I've been wanting to get into Plasticity and I love seeing different people use it. Right now, I model in Fusion 360 and import to Blender most of the time bc I just graduated with a B.S. in Product Design and I'm building my portfolio so I can get a job and buy Plasticity. Also, the dev team are building a realtime Blender preview so you can work in Plasticity and see it in your Blender window
@@benfryc I think this is because plasticity tries to preserve the tangency of the fillet you created with the bevel so it moves it all down at once. If you make 2 offsets, you can make the middle of those additional offsets move down without a problem (afaik)
Great video, Ben! Thanks. I've been thinking about tinker with Plasticity for a long time and that's probably a sign right here. Appreciate all the dad jokes throughout the video though -- big fan :)
Hi Ben, thank You! You explain it very good! And You have a nice voice. I really appriciate that You do not use the word »actually« a million time like it seems to be modern. Greetings from Germany.
How didn't I know about this software? I'm testing it and I love it! I just hope they keep updating it and improving it because I'm likely gonna buy it Just a quick comment about 13:15, that's not extruding, that's just offseting a face. You can extrude with E. The menu in the three little dots in the down right corner is extremely useful heh
What is the work flow to export my Plasticity Models into Cinema, and apply a Subdivision modifier? Evertime that I applied one, make the geometry looks very weird. Sometimes I need big closups, and I don't want to see the polygons. Great tutorial!
Ive found that if I crank up the model detail when exporting to OBJ that I don't need to apply a subdivision. The normals tag will make the exported geo look extrememly smooth.
While appreciate the video and walkthrough of your workflow I am wondering about the simplicity of the object and why it would need to be modeled in Plasticity instead of a poly modeler? The process would not be difficult, you would not need to use booleans or nurbs, and there would be no translating objects between DCC's. This isn't an admonishment of the video or process, but a serious question as to the need of adding the complexity of another software into the workflow and the benefit.
I would love to get more into nurbs modeling, but for most VFX & game projects and even motion design projects I do, good and context dependend topology is important. So good edge flow, holding edges, good topology for animation purposes, LODs with subdivision is always important. Fewer but well placed polygons is just super efficient for rendering out bigger projects. How would you think can plasticity be used here efficiently? For many modeling purposes I think getting the model done is faster with nurbs/plasticity, but then having to spend a lot of time retopo the whole thing instead of doing it in the process with poly modeling... I am really undecided here. Any thoughts?
I just posted a question regarding the same thing. I've used many solid, surface, and polygon modelers over the years and have found that for most purposes outside of CAD/CAM work polygon modelers offer the best options for speed and efficiency in creating and design. That is not to dismiss the use of all software to achieve a great final product. I've used Rhino and MoI3d (and now Plasticity) on several projects when it wasn't necessary to worry about topology and wasn't going to be used in real-time (I prefer to avoid double-taxing myself with the same job with retopology unless absolutely necessary).
I am pretty sure you can select multiple faces at once by clicking on faces individually while in face select mode and holding the shift key. There might be some limits on the actions you can take on a given selection. So just experiment and see what works best for you!
I'm using plasticity with Octane however cant seem to get materials to only apply to selected polygons anymore, even tried using a selection tag -> apply material. After the obj import every material will only apply to full objects. Any workaround/fix would be appreciated! (not sure if its a C4D or just Octane problem)
@@benfryc Thank you! I actually just got it to work, not sure why but I needed to just go ahead and turn off the import materials when first bringing in the Obj, just deleting them was doing something funky.
Cross posting from this same Q on LinkedIn: From what I know, this kind of modeling isn't possible natively in blender. You can always get similar results with the right workflow. Plasticity uses nurbs to model things and only generates geometry / polygons when you prep for export.
Can totally understand that. I would say its not great for making game-ready assets out the gate. You might be able to use a remesher in C4D as long as you indicate where any harder edges are.
If my assets don't have to deform, then the topology won't matter too much? By that I mean, if I unwrap the object as best I can, then I can work on an object in Painter without issue?
Cool little tool over priced, but there is a toon of free products out there. Also, You can all that and more in cinema 4D alone. Also with the power of scripts in Cinema 4D the limitation is your imagination and knowledge. The BIGGEST problem with Plasticity is the mesh, cause it is a mess. Zero benefit for paying and using Plasticity today.
Don't need this software there is already 100s and blender is free unreal engine 5 is free why should we pay for this the people at blender and unreal can put a code together that dose the same maths algorithm . so stop bigging it it up like is some think new