#59: SHADOWS & LIGHT (Vue)
#58: ADVANCED DIRT MAPPING (Vue)
#57: SSS IN VUE 9, AND THE "SPECKLE" PROBLEM
#56: THE DEVIL IS IN THE DETAIL OF ART
#55: FIXING POSER CLOTHING
#54: MAKING "FOREST WAR - GOBLIN SHAMAN"
#53: MAKING A STUDIO RENDER FOR VUE
(and other apps)
#49: NEBULA MKIII (Vue)
#48: RENDER SETTINGS FOR VUE (Vue)
#47: POSTWORK - MAKING A RENDER INTENSE (Any)
#46: MAKING RIVERS THAT FOLLOW TERRAIN HEIGHTS (Vue or Bryce)

RHINO & OTHERS, TIP ON MODELLING:
MAKE LOTS OF SEPERATE PARTS!

Little tip when you make objects for other apps


  A point to note, when building houses, vehicles and other 3d models, is that many 3d apps cannot assign materials to surfaces/polygons, they can only assign materials to discrete, seperate objects!

  What this means is, that say in Vue, I import a building, and it's main walls are all one piece...I cannot assign different materials to each wall surface! So I could not apply a different material to say, external, and the internal walls. This prevents a lot of precision in rendering.

  So, when you make models, and go to export them, split off surfaces and objects, and give them seperate materials, so you can then later on chose how to assign materials! :)

EXAMPLE: MAKING A WALL IN RHINO

  Here, I am making the wall of a ship, in Rhino, note the doorway. The problem is, that the "L" shaped wall, if exported as one solid mesh, cannot have a different material on each side of the right angle wall. I don't want to split it ALL up into dozens of surfaces, I just wish to split it into 2 main walls, for ease of use.

  So, I make a cutting object, a rectangular surface, made from an extruded curve. The curve is made by a line from the points of the corner, but then I add extra lengths to inside and outside of the curve, to make sure the cutter works (important tip in such things, as often splits and booleans fail because the cutter doesn't go right through to the other side)

 

boolean 1

Now, I COPY the wall section, so I have original item avialable, you'll see why.

I Boolean (Subtraction) the original angled wall using the surface. Since booleaninng relies on the "Direction of normals" of the cutter, it removes the area closest to you. So now I have just one side of the wall, as I require.

boolean 2

See, this shows the "Direction" of the cutting object: items on the side of the arrow will be left, the rest will be removed.

boolean 3

Next, I PASTE in the copy of the original item.
Then I flip the direction of the Normals of the cutter surface, using "Dir" command.

boolean 4

I then boolean (Subtraction) the copied wall. here you can see the result, selected and thus highlighted.
I now have two pieces of wall, that I can individually UV map and assign materials too :)

Boolean 5


I hope you find this of use! :)
Silverblade the Enchanter, © 2008

HOME
All original art, writing on this site, copyright of Steven James, "Silverblade the Enchanter" ©2012