New status code for TUBE
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2008-09-09 03:17 PM
2008-09-09
03:17 PM
Previous to AC12, in case of a twisted TUBE, you had to script additional points for cross section polygon, to avoid artifacts in rendering.
This, for any cross section with sharp angles (facets).
Since AC12, adding a status code 128, allows to get rid of these additional points.
Great improvement, alas it seems undocumented.
Can someone confirm this.
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2008-09-11 03:16 PM
2008-09-11
03:16 PM
David wrote:Hi David
Each segment of the "path" has a separate VERT COOR statement which redefines the origin and direction of the texture bitmap. Incorporating this strategy into TUBE would make for some very intense GDL scripting indeed. Hopefully, a more sensible solution will be found for some future version of TUBE. Surely, the path for each segment of a TUBE object provides enough information to sucessfully re-orient the texture at each joint. This should be part of the internal GDL behavior.
In general, the texture mapping behavior of both TUBE and MASS ( and probably many of the other more esoteric GDL shapes) need to be improved somehow.
I did such an attempt with "3D Tubing Rect" object in the library below. Each segment, straight or curved is an individual TUBE.
Unfortunately, texture alignment is overcomplicated to script, even in this situation. I don't get a good result, alignment is bad.
Too much parameters to take in consideration, according to various cross section polygons, path, slope etc...
For example, take a simple (TUBE) spiral with square cross section, and a brick texture.
Using COOR statements, I can make the texture to follow the rounded path, but not if the path is an oval.
For vertical faces, no way to make the texture to follow the spiral slope. May be I miss something, anyway, it is overcomplicated.
Despite I don't see colors exactly like other people, I can see if a texture orientation is correct.
Currenytly, a non directional texture is my only option for TUBE, when there are several changes of direction.
I asked Dwight, some time ago, about a roof tile scripted with RULED. He was not really optimistic.
This concerns any object with a complex shape.
Any improvement in this domain would be welcome.
Braza wrote:Paulo, i noticed the smiley, but don't think so. I avoid to disturb GS staff, they have better to do.
... Your voice is heard loud and clear in the GS offices...
This is the first exception since years, because this new feature is undocumented.
Short question, short but fast answer. That's all.
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2008-09-11 07:51 PM
2008-09-11
07:51 PM
Olivier wrote:What I do in this case is break all the arcs with a resol parameter and use one tube straight mapped for each segment.
For example, take a simple (TUBE) spiral with square cross section, and a brick texture.
Using COOR statements, I can make the texture to follow the rounded path, but not if the path is an oval.
Ok... It becomes heavy.
But with this method you can distort just the nodes to create even an oval path and it wont affect the texture mapping.
I know its not the ideal curved texture map.
But in the real world we will not bend each brick to follow a curve, will we?...
Just a thought...
But of course... What would be really great is GS create a TUBE{3} with its own texture mapping...
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2008-09-11 08:46 PM
2008-09-11
08:46 PM
Braza wrote:Yes, interesting lateral thinking. There is always something to learn.
What I do in this case is break all the arcs with a resol parameter and use one tube straight mapped for each segment.
Ok... It becomes heavy..
But between us, aren't you tired with all these workarounds? For myself, i feel i bit tired.
I second you on a TUBE{3} with its own texture mapping.
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