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hansmex
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures

To me it looks as if the six faces of the blocks have been designed separately, and then rotated and joined together.
As explained in one of the messages, it was a rush job, and that's what you see at the corners: they don't align precisely.
The overlap is what causes the "jagged" and "flickering" edges.

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[Sep 14, 2012, 12:45:47 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Pixelwizard
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Re: Tip for Landscaping and creating Bricks - Tool for collecting textures

Of course.
It was a quick and dirty example,, so the next few weeks i will refine it. Important to me was to see if it works at all, basically anything was done within 20 mins.
My target was to figure out if it will be possible to get something more natural just in case of specific needs.
Starting point was another issue. As described,, i'm creating our whole companys area. This contains in summary 10 buildings, form storages to labs to office buildings, safety areas etc.
I was asked if it will be possible to have a kind of landscaping to make the firefighters visible, whre they can drive through.
At least, all the buildings have a niveau which contains a (in view invisible roof-area, and this contains all the safety signs needed.

I was looking for a Terrain Editor and found the one described on further post. It was trickyy, to figure out how to manage the dimensions but finally i found a solution using a specific texture...and then another way to get an almost perfect fit from terrain to SH3d.

I was scaling my plan of the whole are a little bit(so for the complete view ther is a background picture used to get the correct position of the buildings).
For example, i have values in SH3D of 200 X and 170 Y- i set the Terrain to the same value. Only thing to play around are some finetuning values, but this will be done on a smaller model;)

The Terrain-Editor is abel to export as OBJ - and keeps anything needed to have a landscaping object to import.
Just changing the x and y dimensions to correct values, you can control the stength of the surface just by changing the height of the terrain object.
also negative elevation is kept, so the terrain object should have an own niveau - so it is easy to contriol the correct position in Z-direction
It needs a little bit experiments to figure out,, which value will be the equal for example 1 m or better 10 cm. Guess this will be precise enough, because thickness of floors is mainly something between 12 and 20 cm. For this the Terrain editor has a Tecxture with a grid, so once the values figured out, it can be controled on a visual way.

At all, this is just a rough solution to get a kind of landscaping without using complex tools like blender.
Another reason - jou can use the same texture files for both programs... and now we have the texture libary editor... so it fits togehter better and better ;)

The Stone was just a small step. On our Area is a new wall made from stones with approx 1 x 1 x 2 m.
As described,, boxes with stone texture are a solution,, but then i thougt about a more natural thing - something with a more realistic surface.
I just putted the smalles possible parameters to the terrain, made some noise and exported this as a single obj. Creating the Stone was basically not completely correct in terms of controlling texture and surface. But that will be the development ;)

For sure, more experienced users (or who are able to spent more time to tools) will use other way. I just figuerd out a possible, fast way.

The strange behaviour by turning a created wall in the 3d preview, i quess this might be from one thing...the "thickness" of the terrain. it seems, that this is calculated just with 1 pixel. basically, for a surface at all you don't need more ;)
Maybe you rembeber the effect with the hollow mask - you look at it and it seems, that the nose comes to your direction. changing the viewing angle shows, that the nose in real is far from you. optical effect made by the brain ;) - if y<ou render the stone wall, you get a correct result.

As told, it needs a little play around with the tool, the results will be never as perfect, but i guess,, good enough to have a nice addition.

i'm note sure about anotehr thing, has to be tested... when you use the terrain as an obj, ther will be one problem - you cant create the holes you need, for example, a house on a mountain, half in the material. so personally, i would create the model standalone an export th whole model as obj - reimport as stairs or window and see what will happen.

more to come next few weeks...keep in mind, my main target is a landscaping solution which is as easy to learn and use as these fantastic SH3D.

and writing this, i just get an idea for roofs...ok, last days of these year has to have 48 hours ;)

kind regards,
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[Sep 14, 2012, 10:06:14 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
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