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“box modeling” technique. working with sub-objects directly rendering primer. editable objects. editable mesh – deformable “ trimesh ” triangle polygons vertex transform in rows and columns edge face always triangles polygon element subset groupings – i.e. attached objects.
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“box modeling” technique working with sub-objects directly rendering primer
editable objects • editable mesh – deformable “trimesh” • triangle polygons • vertex • transform in rows and columns • edge • face • always triangles • polygon • element • subset groupings – i.e. attached objects
editable objects • editable poly – deformable polygonal mesh • n-sided polygons – avoids invisible edges – better for slicing and cutting • vertex • edge • border • a contiguous open edge [spline] • polygon • element
vertex operations • transforms • weld • target weld • chamfer • extrude • vertex properties
edge operations • transforms • weld • target weld • chamfer • extrude • open edge editing • bridge • connect • create shape
border operations (editable poly) • borders are open conditions • transforms • cap • chamfer • extrude • bridge • connect
face operations (editable mesh) • transforms • extrude • bevel
polygon operations • transforms • extrude • extrude along spline • bevel • hinge • bridge • outline • create • edit triangulation
general operations • attach / detach • slice • uses a plane • cut • freeform edge by edge • normal smoothing • material ID’s
“box modeling” technique • control segmentation • manipulate sub-objects directly • “grow” geometry from the closest base primitive • subtractive operations based on segmentation – avoid booleans • control open conditions • watertight is desired
rendering primer • Scanline Renderer • no real-scale units • architectural or standard base material types • default UI switcher
rendering primer • Turn off real-world texture coordinates
rendering primer • Set the size of the rendering in the common tab
rendering primer • change the environment background if necessary