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Sweet Home 3D Forum » List all forums » » Forum: Gallery » » » Thread: Apartment project with lighting by invisible hemispheres. I continue advertising » » » » Post: Re: Apartment project with lighting by invisible hemispheres. I continue advertising |
Print at Dec 16, 2025, 12:35:26 PM |
| Posted by Keet at Oct 19, 2024, 2:25:26 PM |
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Re: Apartment project with lighting by invisible hemispheres. I continue advertising There is an easy trick to merge multiple g groups into a single g group using Blender: method 1 when you want to merge ALL g groups in an obj file into a single group: Import the obj in Blender as 'object' and with 'groups' turned off. This will import the object as a single object. Export to obj as an object, not groups. Import/Export in Sweet Home 3D and you get an object file with a single g group. method 2 when you have multiple groups in a model you want to merge: Import the object in Blender as groups. Select the groups you want to merge and choose the join function to merge them into a single group. With this method you can merge multiple groups into one or more merged groups in one go. Export to obj as groups. Merged groups have several advantages. It is easier to add strings like window_mirror because you only have to add it to a single group. Maybe even more important is that the object is also much more efficient for display in Sweet Home 3D and photo rendering. Did you know that you can remove all g lines from an object file and still have a valid object? Try it with a box. Export it and remove all g lines except maybe the first one although it is not necessary. You can also change that single g line into a o line. Name that one 'box'. Also remove all usemtl lines except the first one which you can rename to 'Box'. Import in Sweet Home 3D and you get a box with a single material 'Box'. If you leave all usemtl lines Sweet Home 3D will recreate the g groups if you export it because Sweet Home 3D creates a group for each material. You don't need the terrain generator to get a room with a thickness > 0. Just make sure you have the room on a second level. It will export with the floor thickness as set on the level but of course you can change that thickness after you imported the model. But mentioning the terrain editor and then seeing the sink made me realize that you could easily create a sink with the terrain editor! Draw a room with the outside border of the sink. With the terrain editor lift everything to the the depth of the sink you want. Then lower from the center to get a bowl form. You can then export/import as staircase and use it to create a hole in the room you use for the cabinet top. Import again but now not as staircase and insert it into the top with the hole. You can use the multiplier plugin for positioning the cylinders. It can multiply objects in a curve. You just have to figure out the correct numbers but the result is perfectly placed cylinders. Never mind al the above, you created some beautiful models! ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
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