Keet
Advanced Member
Netherlands
Joined: Apr 8, 2022
Post Count: 1248
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Re: how can i export a 3D model made up of parallelepipeds (not separate planes)
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In fact it's the walls that I'm having trouble with: in the .obj exports, each one is made up of two walls (the two separate faces) plus the two slices, top and bottom. Is it possible to create a 3D export with 'complete' walls ? Unfortunately for you that is how walls are composed. A wall is a special type of object in Sweet Home 3D. Like you said, it's like "two walls". Sweet Home 3D considers a left and right side where each side extends halfway on the sides, top, and bottom with the same material you assign to each side. That makes it seem like two thinner walls that are put together to create a thicker wall but it is actually a single object. What makes it seem like two walls is only the split faces of the object at the top, bottom, and sides. This system makes it possible to give a wall different textures on each side while retaining its special wall properties in Sweet Home 3D.
The only way to get a 'clean' object is to either use something else for walls (boxes) or edit the exported obj in Blender where you can replace the double faces with single faces. Using boxes is probably not an option because you can't place doors and windows in them. In another post I advised to NOT use walls for furniture parts if another shape like a box can be used for exactly this reason. A wall is less efficient if you don't need the split faces.
By the way, faces are usually triangular. If you export a simple box each side is made up of two triangular faces. It is possible to create 4-point faces but most 3D software will split them into triangles when you import them. Why? Because a triangle is guaranteed to be in a single plane which is essential to being able to draw a face. I'm not 100% sure but I think Unity requires all faces to be triangular. If not rendering will take a lot longer.
TLDR; That is how a wall is, nothing you can do about it. Use another object in its place or edit the object file to replace the double faces.
ETA: I forgot about floors and ceilings. Both are parts of the same room object. You can see that when you modify a room: floor and ceiling are both in the dialog. You normally would export a room with the ceiling made invisible if there is no level above the room. You can export with the ceiling visible. It just results in an object with the height of the level and a single face for the ceiling (0 thickness).
Check the manual page on Dodecagon.nl. There's a manual that explains about meshes, vertices, edges, and faces.
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[Edit 2 times,
last edit by Keet at Jul 12, 2024, 6:57:08 PM]
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[Jul 12, 2024, 6:46:51 PM]
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