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	<title>Ali Torabi &#187; pattern controller</title>
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		<title>Allianz Arena stadium by Herzog and de Meuron</title>
		<link>http://www.torabiarchitect.com/blog/?p=356</link>
		<comments>http://www.torabiarchitect.com/blog/?p=356#comments</comments>
		<pubDate>Sat, 24 Sep 2011 12:51:57 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[deform controller]]></category>
		<category><![CDATA[pattern controller]]></category>
		<category><![CDATA[sub object controller]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[surface panelling]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=356</guid>
		<description><![CDATA[I was challenging the PARA II to model something like the Allianz Arena stadium in 3DS MAX. Each panel composed of a solid flat frame and a bulged part. To imitate the lighting effect I assigned a material modifier to the smooth part of panel and a Pattern controller change the index value. The skew [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.torabiarchitect.com/blog/wp-content/uploads/allianzarenacombo.jpg"><img class="alignnone size-full wp-image-357" title="allianzarenacombo" src="http://www.torabiarchitect.com/blog/wp-content/uploads/allianzarenacombo.jpg" alt="" width="448" height="562" /></a></p>
<p>I was challenging the PARA II to model something like the Allianz Arena stadium in 3DS MAX. Each panel composed of a solid flat frame and a bulged part. To imitate the lighting effect I assigned a material modifier to the smooth part of panel and a Pattern controller change the index value.</p>
<p>The skew effect of the skin is the result of the deform controller that takes the initial value from the sub-object controller and pass it to the UVW offsets in surface controller. The disadvantage of this method is when you try to use the UVW mapping to get uniform subdivision all over the surface. I shall add an option to surface controller to fix this problem soon.
</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/zv0wfzDjUMI?hd=1" frameborder="0" allowfullscreen></iframe></p>
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		<item>
		<title>Pattern controller</title>
		<link>http://www.torabiarchitect.com/blog/?p=332</link>
		<comments>http://www.torabiarchitect.com/blog/?p=332#comments</comments>
		<pubDate>Wed, 07 Sep 2011 04:48:47 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[pattern controller]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[staggered pattern]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=332</guid>
		<description><![CDATA[In this video I tried to explain how to use the pattern controller to make a wall with staggered tiles. This is a response to a user’s question and here is the comment which was posted by V.T.  : Hi, I’d like to know if there’s a way to create an array with staggered row [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>In this video I tried to explain how to use the pattern controller to make a wall with staggered tiles. This is a response to a user’s question and here is the comment which was posted by V.T.  :</p>
<blockquote><p><em>Hi, I’d like to know if there’s a way to create an array with staggered row (like a ordinary brick wall). Thanks.</em></p></blockquote>
<p>I’m using PARA 2.1 and MAX 2011<br />
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