![]() |
![]() |
![]() |
![]() |
![]() |
|||||||||||
|
BryceTalk 3D Model Import/Export
|
BryceTalk 3D Model Import/Export, June 24, 1999
|
|
|
PJF88: The obj must have UV coordinates for an image map to apply correctly. poserbryce: hi aunti! PJF88: Doh! tuckersaur: Decals work great for bryce primitives and some terrains, but other files coming in are tough to map. It sees the mesh underneath and cant make sense of it. DigiVI: i did what baument said but it was no help poserbryce: aunti, don't worry, i won't graval (crossing my fingers) DigiVI: the best i got was the jet i posted earlier... but by ssp version looks sooo much better! tuckersaur: You need to play a lot with distorting the decal in bryce to try and make it work - using the x y z golden tools. DigiVI: I did that too.... but it still did not map correctly AuntiAlias: Queue: ctaylor -- if you have comment/tip/ about Bryce exporting, please type !; if you have a question about Bryce exporting, please type ? gdmsynth: ? PJF88: Just get the damn thing UV'd. Use UV mapper if Strata doesn't apply them. tuckersaur: yeah - that's what I mean - sometimes it does - and sometimes it doesn't DigiVI: I rendered the left view in ssp in orthro and croped it too the edge.... so i should be able to decal map it one to one with obj side ... right? tuckersaur: You did everything right - its the b4 mapper that's letting you down : ( DigiVI: so how do you do this.... Rodney: It sounds like you render in SSP to me knog: ? tuckersaur: could do it like we did in the old days... AuntiAlias: queue: ctaylor, gdmsynth, knog .......if you have comment/tip/ about Bryce exporting, please type !; if you have a question about Bryce exporting, please type ? Danny: BRB Sending a model to fletch ctaylor: is it mine? DigiVI: yes rodney tuckersaur: make primitve 'stickers' that your maps go on and set them to NO shadows. JeffP: delurk to prevent bump... AuntiAlias: digi, are you done with that question? DigiVI: sort of its ok.. move on...... AuntiAlias: : ) JeffP (yeah, if you have to smile or something to prevent BryceTalk from bumping you, do it!) AuntiAlias: ctaylor, please go for it! tuckersaur: meaning flat planes - the stickers. ctaylor: Is there anyway to export objects other than terrains? PJF88: Yes ctaylor: how? tuckersaur: easter egg AuntiAlias: PJF, please continue! :D PJF88: select object, click on E box Press Ctrl -D taonow: I just got here, can will still ask import questions? AuntiAlias: sure, taonow.. I'll add you to the queue! PJF88: Doesn't work for Bryce primitives. Will work for stones, and imported objects. AuntiAlias: queue: gdmsynth, knog, taonow If you have a tip/technique for Bryce export, please type !... If you have a question, please type ? 3d~?~elf: ! ctaylor: so you couldn't model something and export it PJF88: Model it? In Bryce? tuckersaur: yeah - its kind of a beta easter egg thing - just partially implemented cboswell: ? Sky Pilot: In TE yu can ctaylor: well... :) taonow: Have you already covered the best file formats for Ray Dream models? AuntiAlias: and, of course, you can do that same thing with symlats-- export PJF88: True Auntie Rodney: If you're modeling in Bryce Primitives what could you possibly be exporting to that has less capabilities? PJF88: lol AuntiAlias: queue: ctaylor, gdmsynth, knog, taonow, 3D elf, cboswell DigiVI: lol ctaylor: I'm done AuntiAlias: oops, ctalyor has the floor... Sky Pilot: Good point Rosy! AuntiAlias: gdmsynth, go for it! gdmsynth: How can I map a PICT file onto a terrain without it getting distored? Even with an almost flat terrain, slight bumps will cause distortion. Even Hi Rez picts have this problem. Any way to prepare the pict for the terrain bump map? Wolfie: not less capabilites but to be able to access something you already did n bryce in something else 3d~?~elf: (u beat me, susan, drop my !) QQQQ: JUST LISTENING tuckersaur: give us an example of what you're mapping gdm. gdmsynth: Say even just a sand pict onto a terrain. AuntiAlias: queue: knog, taonow, cboswell gdm, what are you using as mapping currently? tuckersaur: are you using parametric mapping? AuntiAlias: lol, what tuckersaur said ; ) gdmsynth: Not parametric tuckersaur: Try object top or parametric gdmsynth: Yes, I'm using obj top. but slight variations in terrain cause distortion. Rodney: How big are your terrains? gdmsynth: Same problem with world top. cboswell: !Remove me from queue. tuckersaur: That's strange - have you tried tiling the map of the sand? gdmsynth: I'm trying to keep the terrain small to match the PICT resoltuion. Sky Pilot: Have you tried parametric? tuckersaur: Set the controls so it will tile - oh so you don't want repeats - but you said it sand right? gdmsynth: Tiling is not a problem. The distortion of the terrain shape is. The pict is flat the terrain isn't. Wolfie: that is going to happen and is supposed to happen..imagine stretching clingwrap over the top of a head of lettuce..it gets distorted due to the shape you are forceing it to assume AuntiAlias: gdm, do you have a picture of current state of pict-mapped-to-terrain on the web for us to look at? Rodney: I've had OK luck up to about 2000x2000 Bryce units and a 4000x4000 image johnsell: Aunti, may i enter the cue? gdmsynth: Sand with objects. (just an example). gdmsynth: Sorry. No web site. tuckersaur: Yeah - gdm I've done this before with a forest floor pict I made and it DID not distort - something is wrong gdmsynth: Are you using slight terrain height variations? Do you have a sample? Rodney: Also, the 2000x2000 terrain was only 200 units tall... maybe compressing vertically will help? AuntiAlias: sure, johnsell.. if you have a tip/technique for Object Exporting, please type "!" ... if you have a question, please type "?" tuckersaur: My picts were 512 and 1024 - you're pict might be too small and it is image distorting and blurring. johnsell: ? AuntiAlias: queue: knog, taonow, johnsell gdmsynth: I'm wondering if there is a way to prepare the PICT for the terrain variations...say in Photoshop or something. tuckersaur: you should have at LEAST a 512 pict if you're not tiling Rodney: GDM, can you upload to my ftp and then send us the link? tuckersaur: I usually Tile with 512's AuntiAlias: gdm, does that give you some ideas? change the pict size........ gdmsynth: Actually, I don't have a file example now. But I've run across this prob. Rodney: Your terrain is hi res? 1024? gdmsynth: Does terrain res affect it? Rosy: ? Rodney: Yes gdmsynth: Hmmm. I'll experiment. AuntiAlias: okay... well, you got some additional ideas....... let's move on. : ) tuckersaur: more height points at hi-res
>>>> Next up: Texture Maps on Terrains how not to distort? |
|
|
Opinions expressed in this BryceTalk Event belong to
the individuals who stated them;
|