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#34444 From: "langdon_home" <jesselangdon@...>
Date: Wed Jan 27, 2010 10:43 pm
Subject: Striping in rendered forest ecosystems
langdon_home
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I have a rendered scene that is causing me a major headache.  I have several
Ecosystems that represent forest stands with varying age classifications,
species composition, etc.  For some reason, I keep getting this weird "striping"
showing up on my forest ecosystems.  It seems to be related to shading, but I've
tried changing various settings in the shade component, with the tree image
files, density of stems/acres, etc, and nothing seems to work.

The striping can be seen in the left-hand side of this image:

http://i926.photobucket.com/albums/ad107/jlangdon/ClearwaterFuture.png

Any ideas of what I'm doing wrong?
Thanks!

Jesse Langdon

#34445 From: "langdon_home" <jesselangdon@...>
Date: Wed Jan 27, 2010 10:46 pm
Subject: Re: [WCS] VNS project ridiculously slow...
langdon_home
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Thanks for the reply!  And sorry for the slow response.  I finally just
reimported my vectors and the underlying DEM after having clipped them down
considerably.  This helped quite a bit.  I will definitely refer to all of your
suggestions in the future...

Cheers!

Jesse


--- In wcsml@yahoogroups.com, Adam Hauldren <adam@...> wrote:
>
> langdon_home wrote:
> > I am using VNS v2.86.  I have a project with a relatively large amount of
polygon vectors
> > that are used to draw ecosystem types.  Over time, this project has grown
tremendously slow.
> > Take about 15-20 minutes to open the project initially, then another 15
minutes to initiate
> > a render.  I've tried clipping my polygon layer to the smallest extent
possible, I'm not
> > using any TFX, etc.
> >
> > Any ideas?
>
> You say "Over time, this project has grown tremendously slow". Does this
> mean that it was once more snappy?
>
> Has it been faster with the entire vector dataset loaded, or have you
> been adding vectors as you went along?
>
> How complex are the ecosystems involved?
>
> Are you using Dynamic or hard linking to attach the ecosystems to the
> vectors?
>
> What is the resolution of the ecosystems?
>
> What size are the images being used in the ecosystems?
>
> All of the above will have an effect on memory usage & initialisation time.
>
> Some suggestions:
>
> - disable the viewing of vectors in the OpenGL views.
> - reduce the resolution of ecosystem images to the smallest you need for
> the project (ie: the largest size that each foliage item will render in
> the final output)
> - reduce the resolution of ecosystem components to the minimum needed
> for the final render. Rendered ecosystem resolution will be limited by
> fractal depth (polygon resolution), but high ecosystem resolutions still
> suck resources even if not rendered at that res.
> - hard link your vectors to ecosystems once they are established and not
> going to change. This will reduce the tiem taken for VNS to evaluate
> what should be associated with which vectors.
> - disable all vector data outside the field of view of the camera. If
> you are using search queries to dynamically link ecosystems to vectors,
> you can limit the search area on the Geographic Bounds page.
>
> Determining what change you made that has slowed the project down can be
> the best way to approach things. Disabling each component in turn until
> you work out what's going on - often it is only one or two components
> that are causing the delay in initialisation.
>
> I have created some pretty complex projects in my time, and none has
> ever taken 15 minutes to load or initialise...
>
> Regards
>
> Adam
>

#34446 From: "madjack1001" <pajones@...>
Date: Wed Jan 27, 2010 11:34 pm
Subject: Natureview advanced options question
madjack1001
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Currently using VNS3 + SceneExpress.

I have an upcoming project that Natureview would be very useful for and
looking at SceneExpress's advanced options, I see there's the ability to
perform actions (such as open web browser or highlight object ) when
objects are clicked within a Natureview scene.

The PDF manual however states;

Note: these features are exclusive to Scene Express 2 and are only of
use if the user is viewing the scene in the commercial build of
Natureview Express.

So what I take from that is that the freely distributable version of NV
doesn't allow for these extended abilities to be used(?).





[Non-text portions of this message have been removed]

#34447 From: Chris 'Xenon' Hanson <xenon@...>
Date: Wed Jan 27, 2010 11:59 pm
Subject: Re: [WCS] Striping in rendered forest ecosystems
xenonofarcticus
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On 1/27/2010 3:43 PM, langdon_home wrote:
> I have a rendered scene that is causing me a major headache.  I have several
Ecosystems that represent forest stands with varying age classifications,
species composition, etc.  For some reason, I keep getting this weird "striping"
showing up on my forest ecosystems.  It seems to be related to shading, but I've
tried changing various settings in the shade component, with the tree image
files, density of stems/acres, etc, and nothing seems to work.
> The striping can be seen in the left-hand side of this image:
> http://i926.photobucket.com/albums/ad107/jlangdon/ClearwaterFuture.png

   What exact version of which software?

   I've seen effects like that with unrealistically high stem densities. What is
your stem
density there?

> Any ideas of what I'm doing wrong?
> Thanks!
> Jesse Langdon

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
   Landscape Architecture Software: http://landscape-architecture-software.com/

#34448 From: Chris 'Xenon' Hanson <xenon@...>
Date: Thu Jan 28, 2010 12:54 am
Subject: Re: [WCS] Natureview advanced options question
xenonofarcticus
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On 1/27/2010 4:34 PM, madjack1001 wrote:
> Note: these features are exclusive to Scene Express 2 and are only of
> use if the user is viewing the scene in the commercial build of
> Natureview Express.
> So what I take from that is that the freely distributable version of NV
> doesn't allow for these extended abilities to be used(?).

   That's an odd phrase. I don't know what it meant.

   Those features are available in normal NVE.

   There were a couple of advanced features intended for a "non-free" NatureView,
but I
don't believe they ever appeared in VNS. Everything described in that window
should be
available to you.

   I think the SX tutorials even demonstrate how to use some of the Action
abilities.

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
                    3D Terrain: http://3d-terrain.com/

#34449 From: "langdon_home" <jesselangdon@...>
Date: Thu Jan 28, 2010 1:19 am
Subject: Re: [WCS] Striping in rendered forest ecosystems
langdon_home
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I'm using version 2.86.  The stem density in that particulary area is ~300-400
stems/acre.  This is definitely a higher density then what is indicated by the
stand survey data, but I was trying to create a dense canopy.  Should I have the
stems/acre value more closely match the real-world trees per acre value?

Thanks!

Jesse

--- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@...> wrote:
>
> On 1/27/2010 3:43 PM, langdon_home wrote:
> > I have a rendered scene that is causing me a major headache.  I have several
Ecosystems that represent forest stands with varying age classifications,
species composition, etc.  For some reason, I keep getting this weird "striping"
showing up on my forest ecosystems.  It seems to be related to shading, but I've
tried changing various settings in the shade component, with the tree image
files, density of stems/acres, etc, and nothing seems to work.
> > The striping can be seen in the left-hand side of this image:
> > http://i926.photobucket.com/albums/ad107/jlangdon/ClearwaterFuture.png
>
>   What exact version of which software?
>
>   I've seen effects like that with unrealistically high stem densities. What
is your stem
> density there?
>
> > Any ideas of what I'm doing wrong?
> > Thanks!
> > Jesse Langdon
>
> --
>      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
>   Landscape Architecture Software: http://landscape-architecture-software.com/
>

#34450 From: Chris 'Xenon' Hanson <xenon@...>
Date: Thu Jan 28, 2010 2:24 am
Subject: Re: [WCS] Striping in rendered forest ecosystems
xenonofarcticus
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On 1/27/2010 6:19 PM, langdon_home wrote:
> I'm using version 2.86.  The stem density in that particulary area is ~300-400
stems/acre.  This is definitely a higher density then what is indicated by the
stand survey data, but I was trying to create a dense canopy.  Should I have the
stems/acre value more closely match the real-world trees per acre value?

   Yes.

   The non-Forestry-Edition version of VNS 2 has an "imperfect"
random-distribution
function that can show uneven variation within terrain polygons at very high
stem densities.

   When this was discovered, we wrote a new random function that solved the
problem, but it
is our policy to never significantly alter the appearance of the rendered output
in a
"point" release like 2.anything. So, VNS 2 kept the original appearance for
backward
compatability (since few people ever encountered the problem anyway).

   VNS 3 uses the new random function always, since that's a major release where
we don't
guarantee rendered output will look exactly like a previous version. VNS 2 with
the
Forestry Edition switched on also uses the new random function because we felt
the FE
option was something the user explicitly asks for, and it was an opportunity to
make the
new random function available without it springing a rendering change onto
people unaware.

> Thanks!
> Jesse

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
     Golf Course Design Software: http://golf-course-design-software.com/

#34451 From: "langdon_home" <jesselangdon@...>
Date: Thu Jan 28, 2010 6:02 pm
Subject: Re: Striping in rendered forest ecosystems
langdon_home
Offline Offline
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Thanks so much, that explains alot. I'll try playing with the stem densities,
and if worse comes to worse, I'll try using the Forestry Edition (which I
probably should have done from the beginning)...

Thanks again for your help!

Jesse


--- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@...> wrote:
>
> On 1/27/2010 6:19 PM, langdon_home wrote:
> > I'm using version 2.86.  The stem density in that particulary area is
~300-400 stems/acre.  This is definitely a higher density then what is indicated
by the stand survey data, but I was trying to create a dense canopy.  Should I
have the stems/acre value more closely match the real-world trees per acre
value?
>
>   Yes.
>
>   The non-Forestry-Edition version of VNS 2 has an "imperfect"
random-distribution
> function that can show uneven variation within terrain polygons at very high
stem densities.
>
>   When this was discovered, we wrote a new random function that solved the
problem, but it
> is our policy to never significantly alter the appearance of the rendered
output in a
> "point" release like 2.anything. So, VNS 2 kept the original appearance for
backward
> compatability (since few people ever encountered the problem anyway).
>
>   VNS 3 uses the new random function always, since that's a major release
where we don't
> guarantee rendered output will look exactly like a previous version. VNS 2
with the
> Forestry Edition switched on also uses the new random function because we felt
the FE
> option was something the user explicitly asks for, and it was an opportunity
to make the
> new random function available without it springing a rendering change onto
people unaware.
>
> > Thanks!
> > Jesse
>
> --
>      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
>     Golf Course Design Software: http://golf-course-design-software.com/
>

#34452 From: "madjack1001" <pajones@...>
Date: Tue Feb 2, 2010 10:48 pm
Subject: Re: Natureview advanced options question
madjack1001
Offline Offline
Send Email Send Email
 
Chris

Done a bit more testing - sure enough the features are working.

However SE doesn't seem to be reliably picking up clicks on large, complex
vectors - this is with action mode enabled.

I have one project (for example) that includes an airshed boundary. The vector
for this includes around 500pts (it's important that it hugs the topography) and
covers an area of 13sq km. The vector is set to export as 3 point polygons with
a width multiplier of 10 and added elevation of 30m.

(I have two camera in my scene, both about 5-7 kilometres from the vector)

I have added two 'click to query' actions to this vector - highlight object and
display web page in default browser. I have also attached these actions to a
couple of 3d objects I have in the scene.

The 3d objects can be clicked reliably, the airshed vector cannot.

I can provide the SE output easily enough (can upload this evening). The
original source VNS file might be a bit trickier.

Note: just tried reducing the number of points to 50 but this made no
difference.




--- In wcsml@yahoogroups.com, Chris 'Xenon' Hanson <xenon@...> wrote:
>
> On 1/27/2010 4:34 PM, madjack1001 wrote:
> > Note: these features are exclusive to Scene Express 2 and are only of
> > use if the user is viewing the scene in the commercial build of
> > Natureview Express.
> > So what I take from that is that the freely distributable version of NV
> > doesn't allow for these extended abilities to be used(?).
>
>   That's an odd phrase. I don't know what it meant.
>
>   Those features are available in normal NVE.
>
>   There were a couple of advanced features intended for a "non-free"
NatureView, but I
> don't believe they ever appeared in VNS. Everything described in that window
should be
> available to you.
>
>   I think the SX tutorials even demonstrate how to use some of the Action
abilities.
>
> --
>      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
>                    3D Terrain: http://3d-terrain.com/
>

#34453 From: Chris 'Xenon' Hanson <xenon@...>
Date: Tue Feb 2, 2010 10:51 pm
Subject: Re: [WCS] Re: Natureview advanced options question
xenonofarcticus
Offline Offline
Send Email Send Email
 
On 2/2/2010 3:48 PM, madjack1001 wrote:
> The 3d objects can be clicked reliably, the airshed vector cannot.

   Vectors have always proven to be almost impossible to "hit" for the code
inside
NatureView, no matter how they are represented onscreen. We tried making the
"hitting"
code more permissive, but then it hit everything under the sun you didn't want
to hit. :(

   I don't know that I have a good solution for you. Vectors are just ugly to try
to hit in 3D.

   You might try raising the vector up off the terrain a smidge and see if it
helps make it
more hittable.

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
                Highway Design: http://highway-design.net/

#34454 From: "Gavin" <g.donaldson-selby@...>
Date: Wed Feb 3, 2010 4:46 pm
Subject: Landscape and Visualisation Modeller postion
lightviz
Offline Offline
Send Email Send Email
 
A position for a Landscape and Visualisation Modeller is currently being
advertised at the Macaulay Institute, Aberdeen, Scotland. For further
information please go to -
http://www.macaulay.ac.uk/jobs/jobdetails.php?MA10/10 .

Gavin D-S

#34455 From: "David Osti" <david@...>
Date: Wed Feb 3, 2010 4:56 pm
Subject: Fractal depth maps slowing down render speed
freestyle000...
Offline Offline
Send Email Send Email
 
Hello list,



I ran an animation over the weekend, but forgot to run the fractal depth map
operation.  The animation finished, but of course had trees where jumping
all around.  So I ran fractal depth maps and am re-rendering the animation.
However, the render time is significantly slower, 1 hour 25 minutes per
frame vs. 15 minutes.  What happened?



Regards,



David



[Non-text portions of this message have been removed]

#34456 From: Mindy Bieging <Mindy@...>
Date: Wed Feb 3, 2010 5:05 pm
Subject: Re: [WCS] Landscape and Visualisation Modeller postion
mindybieging
Offline Offline
Send Email Send Email
 
Gavin, would you like me to post this on the 3D Nature Classifieds page?

Mindy


Gavin wrote:
> A position for a Landscape and Visualisation Modeller is currently being
advertised at the Macaulay Institute, Aberdeen, Scotland. For further
information please go to -
> http://www.macaulay.ac.uk/jobs/jobdetails.php?MA10/10 .
>
> Gavin D-S
>
>
>
>
> ------------------------------------
>
> ---------------------------------------------------------------------------
> Subscribe/UnSubscribe, Online Archives: 
http://www.groups.yahoo.com/group/wcsml/
> Yahoo! Groups Links
>
>
>
>


--
Mindy K. Bieging, Sales & Marketing Manager, 3D Nature

Mindy@...   (303) 659-4028   http://www.3DNature.com

#34457 From: Chris 'Xenon' Hanson <xenon@...>
Date: Wed Feb 3, 2010 5:06 pm
Subject: Re: [WCS] Fractal depth maps slowing down render speed
xenonofarcticus
Offline Offline
Send Email Send Email
 
On 2/3/2010 9:56 AM, David Osti wrote:
> I ran an animation over the weekend, but forgot to run the fractal depth map
> operation.  The animation finished, but of course had trees where jumping
> all around.  So I ran fractal depth maps and am re-rendering the animation.
> However, the render time is significantly slower, 1 hour 25 minutes per
> frame vs. 15 minutes.  What happened?

   Fractal Depth Maps make sure level of detail doesn't drop anywhere during the
animation
-- which causes trees to pop in and out. Therefore, your animation has more
detail, and
takes longer to render.

   This is normal.

   There are techniques for mitigating long render times on long fly-throughs,
involving
splitting the animation up into several chunks, rendering each chunk with its
own unique
Fractal Depth Maps, and doing a dissolve between them where they meet.

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
                Highway Design: http://highway-design.net/

#34458 From: "David Osti" <david@...>
Date: Wed Feb 3, 2010 5:32 pm
Subject: RE: [WCS] Fractal depth maps slowing down render speed
freestyle000...
Offline Offline
Send Email Send Email
 
Ok, thanks Chris.  I am noticing that most of the time spent is on the top
edge of the frame.  It appears that it should be done, but it's still
rendering.  I have turned on Backface Culling, but didn't see any change in
time.



>There are techniques for mitigating long render times on long fly-throughs,
involving
>splitting the animation up into several chunks, rendering each chunk with
its own unique
>Fractal Depth Maps, and doing a dissolve between them where they meet.



Can you expand a bit on this?



Dave Osti

34 North

310.628.9944

david@...

www.opennrm.org



On 2/3/2010 9:56 AM, David Osti wrote:
> I ran an animation over the weekend, but forgot to run the fractal depth
map
> operation. The animation finished, but of course had trees where jumping
> all around. So I ran fractal depth maps and am re-rendering the animation.
> However, the render time is significantly slower, 1 hour 25 minutes per
> frame vs. 15 minutes. What happened?

Fractal Depth Maps make sure level of detail doesn't drop anywhere during
the animation
-- which causes trees to pop in and out. Therefore, your animation has more
detail, and
takes longer to render.

This is normal.

There are techniques for mitigating long render times on long fly-throughs,
involving
splitting the animation up into several chunks, rendering each chunk with
its own unique
Fractal Depth Maps, and doing a dissolve between them where they meet.

--
Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
Highway Design: http://highway-design.net/



No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2664 - Release Date: 02/02/10
11:35:00



[Non-text portions of this message have been removed]

#34459 From: Chris 'Xenon' Hanson <xenon@...>
Date: Wed Feb 3, 2010 6:18 pm
Subject: Re: [WCS] Fractal depth maps slowing down render speed
xenonofarcticus
Offline Offline
Send Email Send Email
 
On 2/3/2010 10:32 AM, David Osti wrote:
> Ok, thanks Chris.  I am noticing that most of the time spent is on the top
> edge of the frame.  It appears that it should be done, but it's still
> rendering.  I have turned on Backface Culling, but didn't see any change in
> time.

   It is rendering far off things that you don't care about from the current
viewpoint, but
you will care about when you get to those distant places.

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
                 3D World Maps: http://3d-world-map.com/

#34460 From: "Gavin" <g.donaldson-selby@...>
Date: Wed Feb 3, 2010 6:48 pm
Subject: Re: [WCS] Landscape and Visualisation Modeller postion
lightviz
Offline Offline
Send Email Send Email
 
Yes, thanks Mindy.


--- In wcsml@yahoogroups.com, Mindy Bieging <Mindy@...> wrote:
>
> Gavin, would you like me to post this on the 3D Nature Classifieds page?
>
> Mindy
>
>
> Gavin wrote:
> > A position for a Landscape and Visualisation Modeller is currently being
advertised at the Macaulay Institute, Aberdeen, Scotland. For further
information please go to -
> > http://www.macaulay.ac.uk/jobs/jobdetails.php?MA10/10 .
> >
> > Gavin D-S
> >
> >
> >
> >
> > ------------------------------------
> >
> > ---------------------------------------------------------------------------
> > Subscribe/UnSubscribe, Online Archives: 
http://www.groups.yahoo.com/group/wcsml/
> > Yahoo! Groups Links
> >
> >
> >
> >
>
>
> --
> Mindy K. Bieging, Sales & Marketing Manager, 3D Nature
>
> Mindy@...   (303) 659-4028   http://www.3DNature.com
>

#34461 From: "Jim Mapes" <saxxon@...>
Date: Thu Feb 4, 2010 1:16 am
Subject: Re: Natureview advanced options question
saxxonknight
Offline Offline
Send Email Send Email
 
Can the vector be made *hittable* from a side menu, at least in a code
revision in the future?  IE select the point from a list of points in the
vector and it highlights in the work area.  Alternatively, selecting the
vector for editing by clicking points on it disables clicking on other
objects while the edit is in progress.



Jim Mapes



[Non-text portions of this message have been removed]

#34462 From: Chris 'Xenon' Hanson <xenon@...>
Date: Thu Feb 4, 2010 1:50 am
Subject: Re: [WCS] Re: Natureview advanced options question
xenonofarcticus
Offline Offline
Send Email Send Email
 
On 2/3/2010 6:16 PM, Jim Mapes wrote:
> Can the vector be made *hittable* from a side menu, at least in a code
> revision in the future?  IE select the point from a list of points in the
> vector and it highlights in the work area.  Alternatively, selecting the
> vector for editing by clicking points on it disables clicking on other
> objects while the edit is in progress.

   Are we talking about NatureView here, or VNS? NatureView doesn't do vector
editing.

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
                 Virtual Globe: http://virtual-globe.org/

#34463 From: "David Osti" <david@...>
Date: Thu Feb 4, 2010 8:25 pm
Subject: 3d Materials
freestyle000...
Offline Offline
Send Email Send Email
 
Hello list,



I downloaded a .3ds model of a fish from TurboSquid.  The .bmp that came
with it has all the body fins cut up into pieces on one image.  How do I get
the different image parts to line up to the correct parts of the 3d fish?



Thanks, Dave



[Non-text portions of this message have been removed]

#34464 From: "Kris Briede" <krispmq@...>
Date: Thu Feb 4, 2010 9:31 pm
Subject: Re: [WCS] 3d Materials
keb_design
Offline Offline
Send Email Send Email
 
Hi Dave,
You need to use a 3d program like 3ds max and "map" (wrap) the image onto the
model.
Kris

   ----- Original Message -----
   From: David Osti
   To: wcsml@yahoogroups.com
   Sent: Friday, February 05, 2010 7:25 AM
   Subject: [WCS] 3d Materials



   Hello list,

   I downloaded a .3ds model of a fish from TurboSquid. The .bmp that came
   with it has all the body fins cut up into pieces on one image. How do I get
   the different image parts to line up to the correct parts of the 3d fish?

   Thanks, Dave

   [Non-text portions of this message have been removed]





[Non-text portions of this message have been removed]

#34465 From: "ted_envisage3d" <ted29bierman@...>
Date: Thu Feb 4, 2010 9:43 pm
Subject: Re: 3d Materials
ted_envisage3d
Offline Offline
Send Email Send Email
 
Dave,

Kris is right...your going to have to use the "UV Unwrap.

First bring in the material (image) into the Material Editor and assign it the
the object. then,

Select the object --> go to the -modifier panel-, "Modifer List"-->" Edit Mesh",
select object by 'face' and then go to the "Modifer List"--> Unwrap UVW there
you can map each 'face of the object to the part of the image that correlates to
that surface.

There is a good tutorial in 3ds on 'planar' Unwrap UVW'ing!!!!

Hope that helps!

Ted







--- In wcsml@yahoogroups.com, "Kris Briede" <krispmq@...> wrote:
>
> Hi Dave,
> You need to use a 3d program like 3ds max and "map" (wrap) the image onto the
model.
> Kris
>
>   ----- Original Message -----
>   From: David Osti
>   To: wcsml@yahoogroups.com
>   Sent: Friday, February 05, 2010 7:25 AM
>   Subject: [WCS] 3d Materials
>
>
>
>   Hello list,
>
>   I downloaded a .3ds model of a fish from TurboSquid. The .bmp that came
>   with it has all the body fins cut up into pieces on one image. How do I get
>   the different image parts to line up to the correct parts of the 3d fish?
>
>   Thanks, Dave
>
>   [Non-text portions of this message have been removed]
>
>
>
>
>
> [Non-text portions of this message have been removed]
>

#34466 From: Adam Hauldren <adam@...>
Date: Thu Feb 4, 2010 10:21 pm
Subject: Re: [WCS] 3d Materials
nlightuk
Offline Offline
Send Email Send Email
 
David Osti wrote:
> Hello list,
>
> I downloaded a .3ds model of a fish from TurboSquid.  The .bmp that came
> with it has all the body fins cut up into pieces on one image.  How do I get
> the different image parts to line up to the correct parts of the 3d fish?
>
> Thanks, Dave

Dave,

I assume you downloaded this object to use in WCS or VNS?

I would also assume that the UV coordinates of the object map have
already been defined, otherwise you would have a right to complain to
Turbosquid that the object was provided in a dysfunctional format.

If the above are true, then all you have to do is import the object into
VNS or WCS as a 3DO, and in the object's materials, assign the image you
have as a texture map, and choose "UV Mapped Image" as the element type
in the texture editor.

The 3DS format allows only one UV mapping coordinate per vertex, but I
would be surprised if Turbosquid offered 3DS as a format with a supplied
Atlas UV map image and didn't assign the correct UV coordinates to the
mesh, so Kris' and Ted's suggestions should hopefully not be necessary.

Regards

Adam

#34467 From: "David Osti" <david@...>
Date: Thu Feb 4, 2010 10:34 pm
Subject: RE: [WCS] Re: 3d Materials
freestyle000...
Offline Offline
Send Email Send Email
 
Great,   Thanks to both Ted and Kris.



All I need now is 3d Studio and I'll be up and running.  I think for now the
camera is pulled back far enough to not need the texture mapping.



Thanks again.



Dave







>Dave,

>Kris is right...your going to have to use the "UV Unwrap.

>First bring in the material (image) into the Material Editor and assign it
the the object. then,

>Select the object --> go to the -modifier panel-, "Modifer List"-->" Edit
Mesh", select object by 'face' and then go to >the "Modifer List"--> Unwrap
UVW there you can map each 'face of the object to the part of the image that
>correlates to that surface.

>There is a good tutorial in 3ds on 'planar' Unwrap UVW'ing!!!!

>Hope that helps!

>Ted

--- In wcsml@yahoogroups.com <mailto:wcsml%40yahoogroups.com> , "Kris
Briede" <krispmq@...> wrote:
>
> Hi Dave,
> You need to use a 3d program like 3ds max and "map" (wrap) the image onto
the model.
> Kris
>
> ----- Original Message -----
> From: David Osti
> To: wcsml@yahoogroups.com <mailto:wcsml%40yahoogroups.com>
> Sent: Friday, February 05, 2010 7:25 AM
> Subject: [WCS] 3d Materials
>
>
>
> Hello list,
>
> I downloaded a .3ds model of a fish from TurboSquid. The .bmp that came
> with it has all the body fins cut up into pieces on one image. How do I
get
> the different image parts to line up to the correct parts of the 3d fish?
>
> Thanks, Dave
>
> [Non-text portions of this message have been removed]
>
>
>
>
>
> [Non-text portions of this message have been removed]
>



No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.435 / Virus Database: 271.1.1/2667 - Release Date: 02/04/10
07:35:00



[Non-text portions of this message have been removed]

#34468 From: "Ted" <ted29bierman@...>
Date: Fri Feb 5, 2010 12:34 am
Subject: [WCS] Re: 3d Materials
ted_envisage3d
Offline Offline
Send Email Send Email
 
If that is the case...that would be great! But if (and Adam would know better
than I when it comes to VNS) you have any materials that have
'multi-sub-objects' your going to have to "collapse" that material/object in 3ds
before it to be 'viewed' correctly in WCS if not VNS as well....I've bought a
few from Turbo Squid that were like this.

if this is the case...please let me know and I'd be happy to help you with it.

Regards,
Ted





  but in WCS you have

--- In wcsml@yahoogroups.com, "David Osti" <david@...> wrote:
>
> Great,   Thanks to both Ted and Kris.
>
>
>
> All I need now is 3d Studio and I'll be up and running.  I think for now the
> camera is pulled back far enough to not need the texture mapping.
>
>
>
> Thanks again.
>
>
>
> Dave
>
>
>
>
>
>
>
> >Dave,
>
> >Kris is right...your going to have to use the "UV Unwrap.
>
> >First bring in the material (image) into the Material Editor and assign it
> the the object. then,
>
> >Select the object --> go to the -modifier panel-, "Modifer List"-->" Edit
> Mesh", select object by 'face' and then go to >the "Modifer List"--> Unwrap
> UVW there you can map each 'face of the object to the part of the image that
> >correlates to that surface.
>
> >There is a good tutorial in 3ds on 'planar' Unwrap UVW'ing!!!!
>
> >Hope that helps!
>
> >Ted
>
> --- In wcsml@yahoogroups.com <mailto:wcsml%40yahoogroups.com> , "Kris
> Briede" <krispmq@> wrote:
> >
> > Hi Dave,
> > You need to use a 3d program like 3ds max and "map" (wrap) the image onto
> the model.
> > Kris
> >
> > ----- Original Message -----
> > From: David Osti
> > To: wcsml@yahoogroups.com <mailto:wcsml%40yahoogroups.com>
> > Sent: Friday, February 05, 2010 7:25 AM
> > Subject: [WCS] 3d Materials
> >
> >
> >
> > Hello list,
> >
> > I downloaded a .3ds model of a fish from TurboSquid. The .bmp that came
> > with it has all the body fins cut up into pieces on one image. How do I
> get
> > the different image parts to line up to the correct parts of the 3d fish?
> >
> > Thanks, Dave
> >
> > [Non-text portions of this message have been removed]
> >
> >
> >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>
>
>
> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 8.5.435 / Virus Database: 271.1.1/2667 - Release Date: 02/04/10
> 07:35:00
>
>
>
> [Non-text portions of this message have been removed]
>

#34469 From: "David Osti" <david@...>
Date: Fri Feb 5, 2010 5:44 pm
Subject: RE: [WCS] Re: 3d Materials
freestyle000...
Offline Offline
Send Email Send Email
 
Thanks Ted.  The  .3ds object comes in fine into VNS.  I have a ticket open
with turbosquid to see if the if the UV coordinates of the object map have
been defined as Adam has suggested below.   Adam, if you're interested,
could I send the model over to you and have you check it out?



Adam wrote:

>Dave,

>I assume you downloaded this object to use in WCS or VNS?

>I would also assume that the UV coordinates of the object map have
>already been defined, otherwise you would have a right to complain to
>Turbosquid that the object was provided in a dysfunctional format.

>If the above are true, then all you have to do is import the object into
>VNS or WCS as a 3DO, and in the object's materials, assign the image you
>have as a texture map, and choose "UV Mapped Image" as the element type
>in the texture editor.

>The 3DS format allows only one UV mapping coordinate per vertex, but I
>would be surprised if Turbosquid offered 3DS as a format with a supplied
>Atlas UV map image and didn't assign the correct UV coordinates to the
>mesh, so Kris' and Ted's suggestions should hopefully not be necessary.

>Regards

>Adam



From: wcsml@yahoogroups.com [mailto:wcsml@yahoogroups.com] On Behalf Of Ted
Sent: Thursday, February 04, 2010 4:35 PM
To: wcsml@yahoogroups.com
Subject: [WCS] Re: 3d Materials





If that is the case...that would be great! But if (and Adam would know
better than I when it comes to VNS) you have any materials that have
'multi-sub-objects' your going to have to "collapse" that material/object in
3ds before it to be 'viewed' correctly in WCS if not VNS as well....I've
bought a few from Turbo Squid that were like this.

if this is the case...please let me know and I'd be happy to help you with
it.

Regards,
Ted

but in WCS you have

--- In wcsml@yahoogroups.com <mailto:wcsml%40yahoogroups.com> , "David Osti"
<david@...> wrote:
>
> Great, Thanks to both Ted and Kris.
>
>
>
> All I need now is 3d Studio and I'll be up and running. I think for now
the
> camera is pulled back far enough to not need the texture mapping.
>
>
>
> Thanks again.
>
>
>
> Dave
>
>
>
>
>
>
>
> >Dave,
>
> >Kris is right...your going to have to use the "UV Unwrap.
>
> >First bring in the material (image) into the Material Editor and assign
it
> the the object. then,
>
> >Select the object --> go to the -modifier panel-, "Modifer List"-->" Edit
> Mesh", select object by 'face' and then go to >the "Modifer List"-->
Unwrap
> UVW there you can map each 'face of the object to the part of the image
that
> >correlates to that surface.
>
> >There is a good tutorial in 3ds on 'planar' Unwrap UVW'ing!!!!
>
> >Hope that helps!
>
> >Ted
>
> --- In wcsml@yahoogroups.com <mailto:wcsml%40yahoogroups.com>
<mailto:wcsml%40yahoogroups.com> , "Kris
> Briede" <krispmq@> wrote:
> >
> > Hi Dave,
> > You need to use a 3d program like 3ds max and "map" (wrap) the image
onto
> the model.
> > Kris
> >
> > ----- Original Message -----
> > From: David Osti
> > To: wcsml@yahoogroups.com <mailto:wcsml%40yahoogroups.com>
<mailto:wcsml%40yahoogroups.com>
> > Sent: Friday, February 05, 2010 7:25 AM
> > Subject: [WCS] 3d Materials
> >
> >
> >
> > Hello list,
> >
> > I downloaded a .3ds model of a fish from TurboSquid. The .bmp that came
> > with it has all the body fins cut up into pieces on one image. How do I
> get
> > the different image parts to line up to the correct parts of the 3d
fish?
> >
> > Thanks, Dave
> >
> > [Non-text portions of this message have been removed]
> >
> >
> >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>
>
>
> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 8.5.435 / Virus Database: 271.1.1/2667 - Release Date: 02/04/10
> 07:35:00
>
>
>
> [Non-text portions of this message have been removed]
>



No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2668 - Release Date: 02/04/10
11:35:00



[Non-text portions of this message have been removed]

#34470 From: Adam Hauldren <adam@...>
Date: Fri Feb 5, 2010 11:24 pm
Subject: Re: [WCS] Re: 3d Materials
nlightuk
Offline Offline
Send Email Send Email
 
David Osti wrote:
> Thanks Ted.  The  .3ds object comes in fine into VNS.  I have a ticket open
> with turbosquid to see if the if the UV coordinates of the object map have
> been defined as Adam has suggested below.   Adam, if you're interested,
> could I send the model over to you and have you check it out?

Yeah - no problem.

Send the 3DS and the map and I'll check it out here.

Regards

Adam

#34471 From: "Jim Mapes" <saxxon@...>
Date: Sat Feb 6, 2010 10:43 am
Subject: Re: Natureview advanced options question
saxxonknight
Offline Offline
Send Email Send Email
 
I was referring the OP's issue, I think he was taking something from VNS &
using SE.



"However SE doesn't seem to be reliably picking up clicks on large, complex
vectors - this is with action mode enabled." - OP



"Vectors have always proven to be almost impossible to "hit" for the code
inside
NatureView, no matter how they are represented onscreen. We tried making the
"hitting"
code more permissive, but then it hit everything under the sun you didn't
want to hit. :("  - Chris Hanson



"Can the vector be made *hittable* from a side menu, at least in a code
revision in the future? IE select the point from a list of points in the
vector and it highlights in the work area. Alternatively, selecting the
vector for editing by clicking points on it disables clicking on other
objects while the edit is in progress."  - my suggestion for possible fix.



Jim Mapes



[Non-text portions of this message have been removed]

#34472 From: Chris 'Xenon' Hanson <xenon@...>
Date: Sat Feb 6, 2010 3:46 pm
Subject: Re: [WCS] Re: Natureview advanced options question
xenonofarcticus
Offline Offline
Send Email Send Email
 
On 2/6/2010 3:43 AM, Jim Mapes wrote:
> I was referring the OP's issue, I think he was taking something from VNS &
> using SE.
>
> "Can the vector be made *hittable* from a side menu, at least in a code
> revision in the future? IE select the point from a list of points in the
> vector and it highlights in the work area. Alternatively, selecting the
> vector for editing by clicking points on it disables clicking on other
> objects while the edit is in progress."  - my suggestion for possible fix.

   But what doesn't make any sense to me is that NatureView doesn't DO vector
editing, or
point editing, or have a list of points or anything. So, your suggestion sounds
like it's
for something in VNS, not in NatureView.

--
      Chris 'Xenon' Hanson | Xenon @ 3D Nature | http://www.3DNature.com/
            3D Landscape Design: http://3d-landscape-design.com/

#34473 From: "Jim Mapes" <saxxon@...>
Date: Mon Feb 8, 2010 2:45 pm
Subject: Re: Natureview advanced options question
saxxonknight
Offline Offline
Send Email Send Email
 
I was basing off what he said, so it may not be relevant to the suite he
originally referred to.



[Non-text portions of this message have been removed]

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