<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Ali Torabi &#187; surface controller</title>
	<atom:link href="https://www.torabiarchitect.com/blog/?feed=rss2&#038;tag=surface-controller" rel="self" type="application/rss+xml" />
	<link>https://www.torabiarchitect.com/blog</link>
	<description>Digital Architecture &#38; Technology</description>
	<lastBuildDate>Mon, 30 Jun 2014 19:51:01 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=4.2.38</generator>
	<item>
		<title>Randomizing Surface division in Para 3d 3.0</title>
		<link>https://www.torabiarchitect.com/blog/?p=535</link>
		<comments>https://www.torabiarchitect.com/blog/?p=535#comments</comments>
		<pubDate>Mon, 01 Apr 2013 09:37:32 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[magnet controller]]></category>
		<category><![CDATA[mix controller]]></category>
		<category><![CDATA[offset controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Random Controller]]></category>
		<category><![CDATA[sub-object controller]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric]]></category>
		<category><![CDATA[pattern]]></category>
		<category><![CDATA[sub object controller]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=535</guid>
		<description><![CDATA[See Para 3d in Action! Again randomizing surface division and use of mix controller to implement two magnets. this time with para 3d V 3.0]]></description>
				<content:encoded><![CDATA[<p><iframe src="http://www.youtube.com/embed/Oh6z_T5aN0w?rel=0" frameborder="0" width="560" height="315"></iframe><br />
See Para 3d in Action!<br />
Again randomizing surface division and use of mix controller to implement two magnets.<br />
this time with para 3d V 3.0</p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=535</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Custom pattern tool in SubObject controller</title>
		<link>https://www.torabiarchitect.com/blog/?p=511</link>
		<comments>https://www.torabiarchitect.com/blog/?p=511#comments</comments>
		<pubDate>Thu, 31 May 2012 13:01:28 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[sub-object controller]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[custom pattern]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[sub object controller]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=511</guid>
		<description><![CDATA[Learn how to use Sub object controller in surface controller in order to create custom patterns.]]></description>
				<content:encoded><![CDATA[<p><img class="alignnone" title="Custom Pattern tool" src="http://torabiarchitect.com/parametric-array/wp-content/uploads/2010/06/logo-2.jpg" alt="" width="564" height="264" /><br />
Learn how to use Sub object controller in surface controller in order to create custom patterns.<br />
<iframe src="http://www.youtube.com/embed/b9Pp-dJKhxA?rel=0" frameborder="0" width="560" height="315"></iframe></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=511</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Randomizing thickness in surface paneling</title>
		<link>https://www.torabiarchitect.com/blog/?p=507</link>
		<comments>https://www.torabiarchitect.com/blog/?p=507#comments</comments>
		<pubDate>Wed, 23 May 2012 17:22:29 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[Random Controller]]></category>
		<category><![CDATA[sub-object controller]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric]]></category>
		<category><![CDATA[pattern]]></category>
		<category><![CDATA[random controller]]></category>
		<category><![CDATA[sub object controller]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=507</guid>
		<description><![CDATA[In this video you learn how to use random controller within surface controller to change the thickness of panels. Also you learn how to control the random values while using random controller on multiple properties/controllers. For more information on random controller see also : Random pattern and noise effect in animation]]></description>
				<content:encoded><![CDATA[<p><a href="http://torabiarchitect.com/parametric-array/wp-content/uploads/2012/05/randomizong-surface-panels.jpg"><img alt="" src="http://torabiarchitect.com/parametric-array/wp-content/uploads/2012/05/randomizong-surface-panels.jpg" class="alignnone" width="640" height="300" /></a><br />
In this video you learn how to use random controller within surface controller to change the thickness of panels. Also you learn how to control the random values while using random controller on multiple properties/controllers.<br />
For more information on random controller see also : <a href="http://torabiarchitect.com/parametric-array/?p=549" title="Random pattern and noise effect in animation"> Random pattern and noise effect in animation </a><br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/noDph_G2JS0?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=507</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>what objects can we use in surface controller?</title>
		<link>https://www.torabiarchitect.com/blog/?p=443</link>
		<comments>https://www.torabiarchitect.com/blog/?p=443#comments</comments>
		<pubDate>Sun, 26 Feb 2012 07:52:28 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric design]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=443</guid>
		<description><![CDATA[Here is a short video explaining what type of objects you can use in surface controller. we can summaries all as following: NURBS objects with at least one surface inside. If surface is trimmed the based surface (surface before trimming) will be considered as target surface. if more than one surface exist in the object [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Here is a short video explaining what type of objects you can use in surface controller.</p>
<p>we can summaries all as following:</p>
<ol>
<li><em><strong> NURBS objects</strong></em> with at least one surface inside. If surface is trimmed the based surface (surface before trimming) will be considered as target surface. if more than one surface exist in the object you can choose the surface from the drop down menu.<em><strong></strong></em></li>
<li><em><strong>UVW mapping</strong></em> of any kind of object can also be the source of data in surface controller. for this the target object must have at least one UVW map channel. This option is not preferred  option but can be used for NURBS surfaces to obtain uniform divisions on the surface.</li>
<li>Objects with <em><strong>edit poly modifier</strong></em> on top. This type of surfaces must have quad polygons. If the surface contains singularity point(s) (A point which more than four polygons intersect) then UV directions cannot be computed along the surface. In this case you can use the surface controller in 1D mode and the array counts must be set to one dimensional array.</li>
</ol>
<p>Also as a general rule, surface controller in 2d Arrays cannot be used on objects which have more than one smooth manifold (surface), for example a cylinder with top and bottom caps does not represent one surface while a cylinder (tube) without caps can be described as one single manifold.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/_Za5Ve7kcpM" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=443</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Replace items in PARA 2.6</title>
		<link>https://www.torabiarchitect.com/blog/?p=437</link>
		<comments>https://www.torabiarchitect.com/blog/?p=437#comments</comments>
		<pubDate>Sun, 26 Feb 2012 07:22:38 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[replace items]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=437</guid>
		<description><![CDATA[In PARA 2.6 you can replace the items of the array with a new object with same modifier stack. This video shows the procedure.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.torabiarchitect.com/blog/wp-content/uploads/replace-item.jpg"><img class="alignnone size-full wp-image-439" title="replace-item" src="http://www.torabiarchitect.com/blog/wp-content/uploads/replace-item.jpg" alt="" width="557" height="480" /></a></p>
<p>In PARA 2.6 you can replace the items of the array with a new object with same modifier stack.<br />
This video shows the procedure.<br />
<iframe src="http://www.youtube.com/embed/4soeouf7fbw" frameborder="0" width="560" height="315"></iframe></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=437</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Surface cladding and surface unfolding</title>
		<link>https://www.torabiarchitect.com/blog/?p=433</link>
		<comments>https://www.torabiarchitect.com/blog/?p=433#comments</comments>
		<pubDate>Tue, 17 Jan 2012 05:40:19 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[linear controller]]></category>
		<category><![CDATA[link controller]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[Vector controller]]></category>
		<category><![CDATA[laser cutting]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[unfolding]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=433</guid>
		<description><![CDATA[This video is first tutorial in preparing materials for fabrication of simple surface using triangle panels. first you learn how to use PARA to panelize a surface with a triangle panel and then you will find out how to transfer each individual panel from the current location to ground plane and sort them in order [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>This video is first tutorial in preparing materials for fabrication of simple surface using triangle panels. first you learn how to use PARA to panelize a surface with a triangle panel and then you will find out how to transfer each individual panel from the current location to ground plane and sort them in order to create planar faces. the result can be exported to CAD software to use for laser cutting for example.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/B_oiL7w1IdI" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=433</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Dynamic Shading device</title>
		<link>https://www.torabiarchitect.com/blog/?p=381</link>
		<comments>https://www.torabiarchitect.com/blog/?p=381#comments</comments>
		<pubDate>Sat, 15 Oct 2011 13:05:43 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3ds MAX]]></category>
		<category><![CDATA[Parametric Array]]></category>
		<category><![CDATA[keyframe maker]]></category>
		<category><![CDATA[magnet controller]]></category>
		<category><![CDATA[nurbs]]></category>
		<category><![CDATA[parametric design]]></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=381</guid>
		<description><![CDATA[In this video I’m using PARA to create a light sensitive shading structure in form of dome that responds to the location of sun which it also follows the daylight system in 3ds max. I use surface controller to populate the surface with the custom made panel. Each triangular panel has three blades folding among [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.torabiarchitect.com/blog/wp-content/uploads/dynamic-shading-device-preview.jpg"><img class="alignnone size-full wp-image-382" title="dynamic shading device preview" src="http://www.torabiarchitect.com/blog/wp-content/uploads/dynamic-shading-device-preview.jpg" alt="" width="760" height="359" /></a></p>
<p>In this video I’m using PARA to create a light sensitive shading structure in form of dome that responds to the location of sun which it also follows the daylight system in 3ds max. I use surface controller to populate the surface with the custom made panel. Each triangular panel has three blades folding among the outer edge. Panels are designed to block the direct sun light while they allow the indirect light to penetrate the surface of the dome.</p>
<p><iframe src="http://www.youtube.com/embed/xxlJATDJ3qY?hl=en&amp;fs=1" frameborder="0" width="425" height="349"></iframe><br />
This is an example of using Magnet controller to derive the values based on orientation of the objects according to the magnet node. The angle of the panel is set to the angle between the Z axis of the object (the panels have been transformed to the surface using a surface controller on transform property) and the line that connects the sun node to that object. It’s very important that sun node must be far enough from the objects in array so the sun rays become approximately parallel.<br />
A new function of PARA 2.2 has been incorporated in this video to create the resulted animation. This new utility allows user to select the desired controller/property and creates a series of key frame within given time frame. The use of utility is very simple and straight forward and does not require further explanation.<br />
Watch the back scene in 6 min, although this video is not a tutorial, I hope that you can learn something!</p>
<p><object width="640" height="360" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/kF1axtlxNo0?version=3&amp;hl=en_US&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed width="640" height="360" type="application/x-shockwave-flash" src="http://www.youtube.com/v/kF1axtlxNo0?version=3&amp;hl=en_US&amp;hd=1" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=381</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Allianz Arena stadium by Herzog and de Meuron</title>
		<link>https://www.torabiarchitect.com/blog/?p=356</link>
		<comments>https://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>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=356</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Combine controllers inside your script</title>
		<link>https://www.torabiarchitect.com/blog/?p=90</link>
		<comments>https://www.torabiarchitect.com/blog/?p=90#comments</comments>
		<pubDate>Sun, 18 Apr 2010 11:01:40 +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[curve controller]]></category>
		<category><![CDATA[graph]]></category>
		<category><![CDATA[nurbs]]></category>
		<category><![CDATA[parametric]]></category>
		<category><![CDATA[path]]></category>
		<category><![CDATA[pattern]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[surface]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=90</guid>
		<description><![CDATA[Level: Advanced In This Video: Use curve controller to pass offset value to the surface controller. Set the dim argument to apply the curve controller on a certain direction.]]></description>
				<content:encoded><![CDATA[<p><img class="alignnone" title="Combine Controllers" src="http://www.torabiarchitect.com/parametric_array/images/combine_controllers.jpg" alt="Combine Controllers" width="425" height="168" /></p>
<p>Level: <em>Advanced</em><br />
In This Video:</p>
<li>Use curve controller to pass offset value to the surface controller.</li>
<li>Set the <strong>dim </strong>argument to apply the curve controller on a certain direction.</li>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/ZPV24V8NaDE&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/ZPV24V8NaDE&amp;hl=en_US&amp;fs=1&amp;" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=90</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Multiple map channel choice in surface controller</title>
		<link>https://www.torabiarchitect.com/blog/?p=62</link>
		<comments>https://www.torabiarchitect.com/blog/?p=62#comments</comments>
		<pubDate>Sat, 17 Apr 2010 12:42:51 +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[array]]></category>
		<category><![CDATA[surface]]></category>
		<category><![CDATA[surface controller]]></category>
		<category><![CDATA[surface panelling]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[UV Mapping]]></category>

		<guid isPermaLink="false">http://www.torabiarchitect.com/blog/?p=62</guid>
		<description><![CDATA[Level: Advanced In This Video: Use map index number to choose mapping information of a particular map channel. Use relative mode to detach the panels from the controller surface.]]></description>
				<content:encoded><![CDATA[<p>Level: <em>Advanced</em><br />
In This Video:</p>
<li>Use map index number to choose mapping information of a particular map channel.</li>
<li>Use relative mode to detach the panels from the controller surface.</li>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/LROfCbcaU_Y&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/LROfCbcaU_Y&amp;hl=en_US&amp;fs=1&amp;" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>https://www.torabiarchitect.com/blog/?feed=rss2&#038;p=62</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
