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Now, my friends, compare this image with the preceding one in Take 5. Very
similar? Not so! (forget about the red walls. They here for fun only)
From top to bottom:
- The hat has been uv mapped and seamed properly.
- The t-shirt: I exported the conforming t-shirt to Silo (had to do it
through Poseray for some reason), combined all the meshes, merged the
ovelapping vertices, corrected some wrong geometry, exported again to a
.obj, and imported it in Poser where I made it a dynamic cloth in the Cloth
Room. Look how the cloth falls much more naturally about the figure!!
- The pantaloon: I added seams at the base of the trousers, thus correcting
greatly the stretching of the map.
Note: Stephen mentioned end-caps when exporting the conforming clothes. I
think this is due to problems with the Wings3D import (I experienced that
also on other mesh imports). End-caps do not happen in Silo, nor will they
happen I believe in Blender. Note however, that the exported object may have
numerous wrong faces (invisible in fact) so do not subdivide the mesh
further or you will have to correct them.
Thomas
Post a reply to this message
Attachments:
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On Sun, 27 May 2007 11:42:34 +0200, "Thomas de Groot" <t.d### [at] inter nlDOTnet>
wrote:
>Now, my friends, compare this image with the preceding one in Take 5. Very
>similar? Not so! (forget about the red walls. They here for fun only)
>
>From top to bottom:
>- The hat has been uv mapped and seamed properly.
It fits better as well.
>- The t-shirt: I exported the conforming t-shirt to Silo (had to do it
>through Poseray for some reason), combined all the meshes, merged the
>ovelapping vertices, corrected some wrong geometry, exported again to a
>.obj, and imported it in Poser where I made it a dynamic cloth in the Cloth
>Room. Look how the cloth falls much more naturally about the figure!!
Much better
>- The pantaloon: I added seams at the base of the trousers, thus correcting
>greatly the stretching of the map.
Good but there is a bit of a pinch at the turn. Sorry :-)
>Note: Stephen mentioned end-caps when exporting the conforming clothes. I
>think this is due to problems with the Wings3D import (I experienced that
>also on other mesh imports).
I thought that it was the Poser export, I'm sure I saw them in PoseRay.
> End-caps do not happen in Silo, nor will they
>happen I believe in Blender.
Interesting, I used an old copy of Max.
>Note however, that the exported object may have
>numerous wrong faces (invisible in fact) so do not subdivide the mesh
>further or you will have to correct them.
Which export, from Poser or the modeller?
Regards
Stephen
Post a reply to this message
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"Stephen" <mcavoysATaolDOTcom@> schreef in bericht
news:0aui53drmj8gbed77karjfo195joeug01m@4ax.com...
> On Sun, 27 May 2007 11:42:34 +0200, "Thomas de Groot"
> <t.d### [at] inter nlDOTnet>
> wrote:
>
>>Now, my friends, compare this image with the preceding one in Take 5. Very
>>similar? Not so! (forget about the red walls. They here for fun only)
>>
>>From top to bottom:
>>- The hat has been uv mapped and seamed properly.
>
> It fits better as well.
Ah! That's because Iskander moved it on his head :-)
>
>>- The t-shirt: I exported the conforming t-shirt to Silo (had to do it
>>through Poseray for some reason), combined all the meshes, merged the
>>ovelapping vertices, corrected some wrong geometry, exported again to a
>>.obj, and imported it in Poser where I made it a dynamic cloth in the
>>Cloth
>>Room. Look how the cloth falls much more naturally about the figure!!
>
> Much better
Yes, this is really an interesting development. I have never been very
enthousiastic about conforming clothes as they often appear to be too
artificial. If this transformation remains easy for all of them, then there
is great potential to generate more natural looking clothing.
>
>>- The pantaloon: I added seams at the base of the trousers, thus
>>correcting
>>greatly the stretching of the map.
>
> Good but there is a bit of a pinch at the turn. Sorry :-)
Of course! Where the seams are, a pinch automatically appears. That is to be
expected... also in RL when using a striped tissue. It doesn't really
matter.
>
>>Note: Stephen mentioned end-caps when exporting the conforming clothes. I
>>think this is due to problems with the Wings3D import (I experienced that
>>also on other mesh imports).
>
> I thought that it was the Poser export, I'm sure I saw them in PoseRay.
Interesting. Maybe we have two different issues here...
>
>> End-caps do not happen in Silo, nor will they
>>happen I believe in Blender.
>
> Interesting, I used an old copy of Max.
Well... We are not yet done with experimenting these cases then!
>
>>Note however, that the exported object may have
>>numerous wrong faces (invisible in fact) so do not subdivide the mesh
>>further or you will have to correct them.
>
> Which export, from Poser or the modeller?
Yes, good question. I mean the object exported from Poser. My experience (so
far) after combining the different meshes into one, and merging the
vertices, is that there remain a number of redundant faces, i.e. edges with
more than two faces. If you need to subdivide the mesh further, you have to
get rid of them to avoid ugly spiky artefacts.
Thanks for your comments Stephen!
Thomas
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On Sun, 27 May 2007 16:16:06 +0200, "Thomas de Groot" <t.d### [at] inter nlDOTnet>
wrote:
>
>"Stephen" <mcavoysATaolDOTcom@> schreef in bericht
>> It fits better as well.
>
>Ah! That's because Iskander moved it on his head :-)
>
OK, where did his name come from?
>>>Room. Look how the cloth falls much more naturally about the figure!!
>>
>> Much better
>
>Yes, this is really an interesting development. I have never been very
>enthousiastic about conforming clothes as they often appear to be too
>artificial. If this transformation remains easy for all of them, then there
>is great potential to generate more natural looking clothing.
Much more natural but I can see us spending more time in Poser than in Pov-Ray
:-(
>>>- The pantaloon: I added seams at the base of the trousers, thus
>>>correcting
>>>greatly the stretching of the map.
>>
>> Good but there is a bit of a pinch at the turn. Sorry :-)
>
>Of course! Where the seams are, a pinch automatically appears. That is to be
>expected... also in RL when using a striped tissue. It doesn't really
>matter.
I actually thought that might be the case. Hmm! Even more impressed.
>>
>>>Note: Stephen mentioned end-caps when exporting the conforming clothes. I
>>>think this is due to problems with the Wings3D import (I experienced that
>>>also on other mesh imports).
>>
>> I thought that it was the Poser export, I'm sure I saw them in PoseRay.
>
>Interesting. Maybe we have two different issues here...
It could be. I just remembered I exported as 3DS, so I could work in Max.
Actually I generally use 3DS because you get fewer groups in the figure meshes.
>>
>>> End-caps do not happen in Silo, nor will they
>>>happen I believe in Blender.
>>
>> Interesting, I used an old copy of Max.
>
>Well... We are not yet done with experimenting these cases then!
>
>>
>>>Note however, that the exported object may have
>>>numerous wrong faces (invisible in fact) so do not subdivide the mesh
>>>further or you will have to correct them.
>>
>> Which export, from Poser or the modeller?
>
>Yes, good question. I mean the object exported from Poser. My experience (so
>far) after combining the different meshes into one, and merging the
>vertices, is that there remain a number of redundant faces, i.e. edges with
>more than two faces. If you need to subdivide the mesh further, you have to
>get rid of them to avoid ugly spiky artefacts.
Sorry, you're going too fast for me. What different meshes are combined into
one? I normally export the Poser objects separately and combine them in the
scene. Or do you mean the separate parts of the cloth? But that aside I've found
lots of redundant faces too.
Regards
Stephen
Post a reply to this message
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Nice job Thomas. The shirt looks much better dynamic vs. conforming. The
pants look great. And I like his hat!
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"Stephen" <mcavoysATaolDOTcom@> wrote in message
news:pq7j53l87epg9g65mn71dqh2s4o490808o@4ax.com...
> Sorry, you're going too fast for me. What different meshes are combined
> into
> one? I normally export the Poser objects separately and combine them in
> the
> scene. Or do you mean the separate parts of the cloth? But that aside I've
> found
> lots of redundant faces too.
But isn't the 'Cleanup' command supposed to get rid of this? I thought
it did. (Even PoseRay clears unwanted verts iirc).
~Steve~ <puzzled>
>
> Regards
> Stephen
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote in message
news:4659528f@news.povray.org...
That is MUCH better! Well done, looks good to me!
~Steve~
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On Sun, 27 May 2007 17:12:57 +0100, "St." <dot### [at] dot com> wrote:
>
> But isn't the 'Cleanup' command supposed to get rid of this? I thought
>it did. (Even PoseRay clears unwanted verts iirc).
Yes but ... :-)
Regards
Stephen
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Now THAT is nice!
--
William Tracy
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You know you've been raytracing too long when you see the movie credits
going by and instead of seeing Lenses by Panaflex it always seems to say
Lens Effects by Chris Colefax.
Ken Tyler
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"Stephen" <mcavoysATaolDOTcom@> schreef in bericht
news:pq7j53l87epg9g65mn71dqh2s4o490808o@4ax.com...
>>
>>Ah! That's because Iskander moved it on his head :-)
>
> OK, where did his name come from?
It is a name that has been turning inside my head for some time. Iskander is
the name for Alexander in the Middle East, especially in reference to
Alexander the Great. As the series I have in mind is set in a mythic Middle
East, the name seemed appropriate.
>
>>>>Room. Look how the cloth falls much more naturally about the figure!!
>>>
>>> Much better
>>
>>Yes, this is really an interesting development. I have never been very
>>enthousiastic about conforming clothes as they often appear to be too
>>artificial. If this transformation remains easy for all of them, then
>>there
>>is great potential to generate more natural looking clothing.
>
> Much more natural but I can see us spending more time in Poser than in
> Pov-Ray :-(
Not really, I believe. All this work on the t-shirt took only a couple of
hours or less, and that for a first experiment. The simulation in Poser
takes some time of course, but if all goes well you end up with a posed
image you are at liberty to use in POV-Ray as you want. In the end, I guess
that we shall spend much more time in POV-Ray for scene building. Time spent
in Poser is certainly worth it.
>>>>Note: Stephen mentioned end-caps when exporting the conforming clothes.
>>>>I
>>>>think this is due to problems with the Wings3D import (I experienced
>>>>that
>>>>also on other mesh imports).
>>>
>>> I thought that it was the Poser export, I'm sure I saw them in PoseRay.
>>
>>Interesting. Maybe we have two different issues here...
>
> It could be. I just remembered I exported as 3DS, so I could work in Max.
> Actually I generally use 3DS because you get fewer groups in the figure
> meshes.
So, maybe those endcaps are created in a 3DS version? I never experimented
much with that format as .obj seems to be more universal.
>>>>Note however, that the exported object may have
>>>>numerous wrong faces (invisible in fact) so do not subdivide the mesh
>>>>further or you will have to correct them.
>>>
>>> Which export, from Poser or the modeller?
>>
>>Yes, good question. I mean the object exported from Poser. My experience
>>(so
>>far) after combining the different meshes into one, and merging the
>>vertices, is that there remain a number of redundant faces, i.e. edges
>>with
>>more than two faces. If you need to subdivide the mesh further, you have
>>to
>>get rid of them to avoid ugly spiky artefacts.
>
> Sorry, you're going too fast for me. What different meshes are combined
> into
> one? I normally export the Poser objects separately and combine them in
> the
> scene. Or do you mean the separate parts of the cloth? But that aside I've
> found
> lots of redundant faces too.
I'm sorry. I should learn to explain better. The export of a conforming
cloth (or a figure, for that matter) from Poser, shows the different meshes
it is built from (pectorals, shoulders, neck... etc). So, the first action
is to group/combine all those separate meshes into a single one, and
join/merge the overlapping vertices of the original meshes. To answer Steve
here: This cannot be done in Poseray I believe, as you have to group first
the different constituent meshes. In the same action, the loose triangles
that may also be present in the mesh are nicely joined to the whole.
After this stage, as you say Stephen, you are left with a number of
redundant faces which you can try to get rid of, or (if you do not intend to
subdivide) just leave alone as they will not be visible in the end: they are
located on the inside of the mesh.
Thomas
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