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BryceTalk 3D Model Import/Export
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BryceTalk 3D Model Import/Export, June 24, 1999
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jimbeaux: that would be nice too... AuntiAlias: .Or are you talking about keeping height in proportion to the width and length DigiVI: A AuntiAlias: Digi, go for it!! Quest: Keeping height and width. DigiVI: Well bryce has this problem where it can't handle proportions... at least as far as dxf goes. I think its the same for dem PJF88: ! DigiVI: When I imported different parts for the jet they all came in at different sizes. AuntiAlias: I just remember that, in days of yore, Ken Badterscher's DEMView would tell you the proportions to use for your terrain.... But Quest is talking about a single terrain, right? Quest: right! AuntiAlias: if you know the size of the quadrant.... and... I guess what you want to know is what is the lowest and highest [oint in the actual altitude so you can vary that DigiVI: This should not happen because if you export dxf to max, it imports all the parts fine! I think the best bet is to record the size from your other app and use the A tab to enter the data in AuntiAlias: casue if you know that the height difference is, say, 3000 feet, then you can figure that out proportionately in size of the quadrant so the question becomes: how do you find out the lowest and highest point (in numbers) in the DEM? Anyone here from the USGS? Rivak: heh DigiVI: what do you mean lowest and highest AuntiAlias: the silence.. oh the silence well, a digital elevation model has information about elevation, altitude so Danny: I cant find anything about that CBXTX: ~¿~ jimbeaux: ? AuntiAlias: if you can tell what is the lowest point.. and highest point, in the DEM, you know proportionately how much height you have AuntiAlias: but... I guess this requires a bit more research.. how to find that out... Quest: If You're importing a DEM of mount st. Helen, how would you proportion it? Baument: mornin' Sky Pilot: Ay, there's the rub! AuntiAlias: at least, Quest, that is the idea, there IS data to find out, but how to do that easily.. is the follow up question.... jimbeaux: i know bryce is not an engineering program, but is there an accurate way to scale besides "freeform scaling"? PJF88: Mt St Helen? From a long way off... Wolfie: link for DEM specs: http://rmmcweb.cr.usgs.gov/public/nmpstds/demstds.html renato!: um, it's on the RWB2 cd.... DigiVI: A Quest: lol renato!: (the formulae) Rivak: take a number jim... AuntiAlias: oh, it is? probably in Ken Badertscher's read me file (been a long time since I looked at it) renato!: yeah DigiVI: <jimbeaux> you can use the attributes or A tab to enter in numberes Clem: AuntiAlias, I have just one question Lombreglia: Back after a total system hang. Can I get back on the queue re Bryce & LightWave? DigiVI: Lombreglia type ! AuntiAlias: aaah, yes, jimbeaux's question re: accurately do height. Object attributes has numbers there.. theyr'e in B bryce units.. but height and width and depth are proportionate yes, Lombreglia, you are back in the queue... PJF is next! go for it! jimbeaux: thanks digivi! thats the answer i was looking for... sorry for the interruption.. PJF88: I think there was some confusion earlier on between texture mapping and image mapping. While it's true that other formats, including cob and lwo, support texture information, I believe Bryce can only use obj files for image mapping. AuntiAlias: DigiVI, Lomb, CBXTX, jimbeaux: aunti, thanks too.. CBXTX: <--remove from Q Danny: Good point Peter AuntiAlias: If you have a comment/tip/technique about object importing, please type ! If you hvea a question, please type ? (when you are done, please type "done" thanks! :D ) DigiVI, go for it! (You'll be after DigiVI, Lombreglia) Clem: ? DigiVI: no comment done AuntiAlias: Lombreglia, go for it! Lombreglia: Just spent the last 2 days exporting terrains & texture maps from B4 to LightWave. The amazing thing is that it sort of works. You get something on both counts. The image maps work, technically. Why are people saying only "obj" works? AuntiAlias: something on both counts. ... would you elaborate? i.e., terrains/textures? PJF88: obj for import. Lombreglia: I mean you get geometry and you get texture maps UV mapped to that geometry. gdmsynth: ? AuntiAlias: the discussion up to now has mostly been on importing, Lombreglia... That may be why We'll get more into that in a bit... Clem!! go for it! Clem: The last time I was in here, a few weeks ago, Aunti, you had the flu or something. I was just wondering how you are feeling tonight? done PJF88: lol AuntiAlias: : ) Wolfie: !DEM Elevations AuntiAlias: Thanks Clem.. I'm feeling much better!! done gdmsynth, go for it! gdmsynth: How can you map two textures onto two sides of an object? AuntiAlias: after you've imported that object? gdmsynth: Yes AuntiAlias: Okay.. anyone got an answer to that, type A :D gdmsynth: The texture from one side "bleeds through" to the other side. Is there a way around this? Sky Pilot: A AuntiAlias: Sky.. go for it! Sky Pilot: Are you talking Bryce textures or imported? gdmsynth: An imported "round shaped" object. Quest: What if you made a second copy, move it slightly, and give each one it's own texture? Sky Pilot: Texture from Bryce? gdmsynth: With flat surfaces and PICTS it would be easy. Rivak: and you want like, one texture on the top and one on the bottom? AuntiAlias: but the texture, gdm, are you using imported texxture or are you using Bryce to texture? gdmsynth: Preferably a PICT map. Sky Pilot: UVMapper can help Convert to obj and you can assign coordinates gdmsynth: I could split the model into two parts and texture each one and glue the model back together in Bryce but that increases the size of the object. Sky Pilot: UVMapper splits the map for you Several choices gdmsynth: well I am mapping it with planner mapping cords not uv cords Sky Pilot: Does that Clem: Is there any possibility you could doctor the image in a 2D graphics progran , to make it abbear to overlap, then import the new map? gdmsynth: And UVMapper does not help to save space on textures. After optimizing the maps it was at least 3.x mb Sky Pilot: Use jpg gdmsynth: ?Clem Sky Pilot: If you have B4 PJF88: Bryce4 supports jpegs for image mapping. No need for large files. Yojimbo: !jpg will introduce line artifacts gdmsynth: We need high quaility maps and jpgs will not do... too low rez Yojimbo: they must be blurred first Clem: Ask someone about importing the texture of a poser figure and go from there gdmsynth: The problem is that its a round obj. How do you map onto both sides of a round obj? Sky Pilot: Then take the 3MB hit Yojimbo: A AuntiAlias: Yoji, go for it. gdmsynth: we are working with dxfs and not poser so it does not have uv cords like poser objects Yojimbo: In Bryce use Spherical or Parametric scaling method in the ML
>>>> Next up: Exporting from Bryce |
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