Is this somehow related to this here?OnoSendai wrote:Hi Wyt, the pattern bug is due to a self intersection issue.
I've made some changes to the code already, so hopefully this should be fixed in the upcoming 2.0.10.
The Renderer's Rings
Re: The Renderer's Rings
polygonmanufaktur.de
Re: The Renderer's Rings
Well Wytraven, your shape is a bit more complicated. However it's still possible to do. You will just have more groups. I made things easier by first assigning vertex groups to the profile:
1. Draw profile.
2. Vertex Group edges of profile.
3. Spin Dup
4. Go to a vertex group and hit select.
5. Then select by edge ring
6. Assign the newly selected vertices to the vertex group
7. Deselect/ repeat 4-7 for each group.
8. For surfaces which are perpendicular to the spin axis of the object you will need to unwrap uvs using Project From View (In a view that fairly faces the surface dead on.
9. For others use Project From Cylinder.
10. move things around so they don't overlap.
I guess the one drawback to this method would be the number of seams, although if you think about how metal is burnished/ polished, the edges would be relatively scratchless. You could always bake a texture that needed to cross the seams/ edges.
1. Draw profile.
2. Vertex Group edges of profile.
3. Spin Dup
4. Go to a vertex group and hit select.
5. Then select by edge ring
6. Assign the newly selected vertices to the vertex group
7. Deselect/ repeat 4-7 for each group.
8. For surfaces which are perpendicular to the spin axis of the object you will need to unwrap uvs using Project From View (In a view that fairly faces the surface dead on.
9. For others use Project From Cylinder.
10. move things around so they don't overlap.
I guess the one drawback to this method would be the number of seams, although if you think about how metal is burnished/ polished, the edges would be relatively scratchless. You could always bake a texture that needed to cross the seams/ edges.
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Re: The Renderer's Rings
Well regardless of how appropriate or inappropriate this described method is to what I was trying to achieve it's great information. The more I can learn about blender's UV tools the better Thanks dmn
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
Yup, and it should be fixed in 2.0.10.ZomB wrote:Is this somehow related to this here?OnoSendai wrote:Hi Wyt, the pattern bug is due to a self intersection issue.
I've made some changes to the code already, so hopefully this should be fixed in the upcoming 2.0.10.
Re: The Renderer's Rings
"Should be" is now a "was" . Thanks Ono.OnoSendai wrote:Yup, and it should be fixed in 2.0.10.
Trying for a final render now but may need to do a couple more with some tweaks to the bump map to get the scratches realistic. Looking a little strong on the inside of the ring at this stage.
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
All done on this project. Final render here
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Re: The Renderer's Rings
That was epic
You know what Wyt ? Your first image is still great
You know what Wyt ? Your first image is still great
obsolete asset
Re: The Renderer's Rings
Well I figure if I document my learning process then others can expedite there own. It also seems to inspire others to join in and share their experiences/opinions/ideas too which is fantastic. Everybody wins!
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
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