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El 19/03/16 a las 05:41, Le_Forgeron escribió:
> Now available, * get_uv_count(Mesh) *
> get_uv_indices(Mesh,Number_of_vertex) * get_uv(Mesh,UV_Indice)
>
> Just like get_normal... but for uv mapping.
>
Awesome! Many thanks! ...now you can dry off with the towel. :)
--
jaime
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Le 19/03/2016 08:46, Jaime Vives Piqueres a écrit :
>
> Awesome! Many thanks! ...now you can dry off with the towel. :)
Thanks you for the towel, and the motivation you inspired with such great picture.
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El 19/03/16 a las 10:28, Le_Forgeron escribió:
> Thanks you for the towel, and the motivation you inspired with such
> great picture.
My pleasure. I just have tested the new uv functions and they work
flawlessly (I've attached a quick test).
BTW, this will allow for an extra icing on the cake: using specially
made image maps to select where to put threads and where not (using
B&W), or to indicate the orientation of the threads (this one I've still
not figured out how can be "coded" on a image).
--
jaime
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Attachments:
Download 'hanging-towel-04-p2m20s-r47s.jpg' (227 KB)
Preview of image 'hanging-towel-04-p2m20s-r47s.jpg'
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> BTW, this will allow for an extra icing on the cake: using specially
> made image maps to select where to put threads and where not (using
> B&W), or to indicate the orientation of the threads (this one I've still
> not figured out how can be "coded" on a image).
Hmmm.
Not knowing how you're doing it now, what about using the RGB values to control
the orientation. <0,0,0> = no thread.
Perhaps if you used .red to indicate thread presence and _type_, then you could
use .green and .blue to control positioning.
Then you could _layer_ different thread types - thick, thin, looped threads,
long loops, short loops, etc. Maybe that requires alpha channel, idk.
So, if var.red > 0 then var.(0.1) indicates a red thread, var.(0.2) indicates a
green thread of twice the length, and var.(0.3) indicates white yarn. Maybe
var.(0.9) is a tasseled edge.
Var.green could define a rotation of the thread around the normal axis, and
var.blue would be for how the thread "lays" - straight up, at an angle, like a
fur, etc.
However you decide to do it, I'm sure the results will be amazing as usual :)
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Here is a new test, with another towel, but this time folded and
> resting over a surface (again the model is from archive3d.net, but the
> uv mapping on this one was messed up, so I didn't use it). Still needs a
> bit more threads per triangle, but it's already made of 897940 threads
> (20 per triangle). It takes 7 minutes to parse, mainly due to my ugly
> method to find 20 random points over the surface of the triangle.
>
> --
> jaime
Amazing ... looks like a towel - and it sies not look like rendered, instead it
looks REAL.
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On 18.03.2016 20:18, Jaime Vives Piqueres wrote:
> Yeah... when I search just "furry" on google images, a lot people
> disguised on furry clothes come to haunt me.
Next object: Furry MakeHuman mesh!!!
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El 21/03/16 a las 23:28, Christian Froeschlin escribió:
> Next object: Furry MakeHuman mesh!!!
Hmmmm.... maybe worth a try. Thanks!
--
jaime
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> El 21/03/16 a las 23:28, Christian Froeschlin escribió:
> > Next object: Furry MakeHuman mesh!!!
>
> Hmmmm.... maybe worth a try. Thanks!
MakeSasquatch?
Good work all round, have enjoyed these tests. :)
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> MakeSasquatch?
I guess it will not come even close... it will look more like a
humanoid Elmo. :)
> Good work all round, have enjoyed these tests. :)
Thanks... and let me use this post to thank you for the meshrelief
include, which I used extensively on the cave. Great work! ...just a
shame I've not discovered it until now.
--
jaime
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Thanks... and let me use this post to thank you for the meshrelief
> include, which I used extensively on the cave. Great work! ...just a
> shame I've not discovered it until now.
I somehow completely missed the later stages of that project - I've just been
back to check it out, great stuff. Should try the equirectangular version in a
simple browser-based viewer like Panellum for those of us not fortunate enough
to own VR gear... :)
And of course you're quite welcome for the meshrelief include, it's been very
useful to me! I believe it's also in the object collection here as well as my
old site that you linked to.
Bill
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