Tagged 'primitive'

Guilloche

11 votes

Procedural guilloché pattern.

Pulley Belt

10 votes

Technically you can probably call it a rounded isosceles trapezoid but it will be more useful as a base for path of bicycle chains or pulley belts. When both radii are the same and spline set to renderable, it could also be used as a simple chain link.

Tetrahedral Spline

10 votes

Tetrahedral mesh primitive primitive traced along a picked spline path. The starting direction is controlled by the Seed parameter, after that new tetrahedrons are added in directions resulting to the closest match to the original path. When turbosmoothed, the result is a uniform organic-looking surface.

Tetrahedron Spline

Disco ball

8 votes

Disco ball primitive.

Star

8 votes

It's Christmas time! Well, almost. Anyway, this one is really simple and will be perfect as a starting point for anyone who wants to learn how to build a custom mesh primitive. Enjoy.

Fibonacci Sphere

7 votes

Simple fibonacci sphere primitive (poles are not capped).

Mesh Muscle

7 votes

Similar to the CAT Muscle Strand object, only mesh-based and accepts modifiers.

MeshMuscle primitive

Honeycomb Mesh

7 votes

Hexagonal mesh primitive.

honeycomb primitive

PatchMesh

7 votes

Mesh primitive that behaves similat to the Patch Grid. Point helpers are used as handles, which means animating them or using wire paramaters with them is easy. Linking the helpers to another parent would break it, though, so if you want to do something like that, use constraints instead (Link constraint or Position constraint depending on what you want to achieve).

Patch Mesh

Fast Housing

6 votes

Fast Housing generates an architectural structure through a custom procedural mesh object, you can change parameters and watch the results in real time. It's an easy and intuitive way to create a house at a simple level, its versatility allows you to create your own style, usefull for the creation of urban backgrounds.

This script creates a FA_House primitive object which works as any 3ds Max object: any deformer can be applied, renderable, can be converted to mesh etc ...

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