I have been talking to a friend about doing this with houdini but I wanted to see if anyone here had suggestions for a max centric approach first.
I'm modeling a lot of welded tube and plate structures for Wrench. It's very tedious work with lots of manual cleanup.
Here are a few examples showing different configurations.
I'm looking to have arbitrary input geometry, be non destructive if possible, and end up with a clean boolean result + chamfer strip between parts that is already UVs mapped in a straight line. The next chassis im building has ~75 components which leads to well over 100 joints. Manual cleanup on each joint ends up being incredibly time consuming.
Thoughts? Is there a reasonable max script solution or should I look more into houdini?
Replies
https://jokermartini.com/product/welder/
It basically goes like this...
Boolean, select borders, convert to renderable spline....
Youll probably want to normalise the splines if you have high res geometry or they get quite messy.
My script copied the uvs generated for the splines into vertex colour and baked them as a direction map for weld bead creation in designer