highly technical questions 2006-07-31 - By steve
Back #5 Antarctic? That's where the Anti-Claus lives. ;)
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From: Carrara@(protected) [mailto:Carrara@(protected)] On Behalf Of steven_mcq Sent: Monday, July 31, 2006 9:09 PM To: Carrara@(protected) Subject: [Carrara] highly technical questions
The DAZ technical crew, plug in developers, or anyone else might want to take a crack at answering these questions. They arise from a project I'm doing now.
1) Even considering that vertex coordinates are rounded off to two places in the vertex modeler, many but not all of the coordinates shown are substantially different from the coordinates in the exported OBJ file. Copy-paste them in one by one from the OBJ values, and the respective vertices shift position; symmetry shown in the OBJ coordinates is not shown in the Carrara version. This is true even though the scale remains exactly the same, and the re-imported OBJ looks exactly the same as the vertex model used to generate it. (I tested this with a unit sphere of radius=1.) How can this be so?
2) How can a mesh be made from a point cloud or a list of vertex coordinates? I can hack an OBJ file with a list of coordinates, and get is a cloud of points. Is there a program that will triangulate this?
3) Is there a program that will convert graphic lines on a projected texture into fairly accurate polygon edges? And NO, displacement methods (Anything Grooves and C5 shader displacement) don't do this well at all. Tried that and it is a mess.
4) Why doesn't the displacement shader in C5pro work with the projection mapping options? (talking here about shader projection, not UV projection). I can get results with a UV mapped surface, but only noise when using cylindrical or spherical projection of textures.
5) When the North Pole becomes completely free of sea ice in summer, will Santa move to Antarctica, giving Australia a head start on delivery of presents?
No, scratch #5. I can figure that one out for myself.
SMcQ
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