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Messages - RMS

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31
Gallery / Re: An introduction (with an image)
« on: July 13, 2008, 07:32:02 PM »
Wow. I am stunned. That is awesome!

I wish I could convince more people to post their work like this!

32
Announcements / Re: ShapeShop B4
« on: May 14, 2008, 11:12:29 PM »
Unfortunately I haven't really documented anything yet. As it's all quite experimental, it is bound to change. I would suggest watching the video closely - basically the workflow is the same as regular ShapeShop, you draw open or closed curves over the model, and editing options appear at the bottom. Just try clicking on them.

(You have turned them on, right? Make sure you read the devblog post, it explains how to enable the surface edits).

If you have more specific questions, fire away.
cheers,
-RMS

33
General Discussion / Re: Looking OK
« on: May 04, 2008, 11:32:37 AM »
If you have the time, it would be helpful for me to know about the bugs you have found. At the moment I don't have a lot of time to actually *use* ShapeShop myself (I'm starting a full-time internship tomorrow), so I don't necessarily notice the obvious bugs. Often bugs are easy to fix, but only once I know about them =)

cheers,
-RMS

34
Rants / Re: Tris vs Quads
« on: May 04, 2008, 11:30:10 AM »
Actually, tris are used because automatically quad-meshing an implicit surface is extremely difficult. Basically, there are no algorithms to go directly from the internal representation in ShapeShop to a quad mesh. So, the best that I could do is try to convert the triangle mesh to a quad mesh. This is a highly active area of research in computer graphics, because it is so difficult. Even implementing the known algorithms are really tricky to implement, and still have no real guarantees about producing a sensible quad mesh.

I will add it to the list, and keep a look out for code or algorithms that might be applicable. But it's not something that is going to happen quickly...

thanks for the feedback
-RMS

35
Wish List / Re: More reflective surfaces
« on: April 18, 2008, 12:58:51 AM »
I see. Well, I will add it to the list, but at this point I'm not really focused on rendering (you can always export your .obj into a real renderer). So, it won't happen anytime soon =\

36
Wish List / Re: Auto Smoothing algoritms
« on: April 18, 2008, 12:55:33 AM »
I see. OK. Yes I have thought about doing that...I might be able to do some of that as research. I will look into it.
cheers,
-RMS

37
Wish List / Re: 2d Rotate the object
« on: April 18, 2008, 12:54:07 AM »
There is a way. Select the object and draw a "perp" gesture (L-shape) on the background. That will create a 2D screen-plane widget. It is in the manual (called "view-planar widget").

Or, do you mean something else?

38
Wish List / Re: More reflective surfaces
« on: April 15, 2008, 12:36:11 AM »
Select view->lighting controls from the menu, and change the lighting from 'diffuse' to 'diffuse+specular', for some shiny plastic goodness.

39
Wish List / Re: Mirror tool
« on: April 15, 2008, 12:33:57 AM »
Yea that's kind of what I'm thinking. It shouldn't be too hard to implement. I will add it to the list =)
cheers,
-RMS

40
Wish List / Re: Auto Smoothing algoritms
« on: April 14, 2008, 12:37:31 AM »
Do you mean smoothing the surface, or smoothing the strokes you draw? Do you know about the stroke smoothing (mentioned in the manual)?

It is possible to smooth further than I currently do. It is a trade-off between smoothing and accurately representing smaller features someone might draw in the stroke. There are better ways to handle this than I currently use. I agree that it would be nice to support circles, squares with sharp edges, etc. I have done some work on this but it's not integrated into ShapeShop yet.

(If you mean smoothing the mesh, that's a whole different story....but do you know about the mesh refinement tools? If you increase the mesh resolution and then do some subdivision refinement, the surface can get to that pretty 'plasticky' level...)

41
Wish List / Re: Mirror tool
« on: April 14, 2008, 12:32:13 AM »
I have often found myself wishing I had implemented a mirror tool =).

In some ways, because ShapeShop is based on constructive modeling (ie you make things out of shapes), a mirror tool is kind of tricky. It's not clear what should happen, for example, if a shape passes across the mirror line. I could do mesh-mirroring, but that wouldn't let you do the volume edits (cut holes, blends, etc).

One thing that should be (relatively) easy would be to add a 'mirror' node, that reflects the volume from one side to the other. You would only be able to make changes on one side, which might be more restrictive than some other mirror tools, but the advantage would be that arbitrary sub-parts of the tree could be mirrored...

Anyway, I will think about it, as you aren't the first to ask for it...

42
Announcements / ShapeShop B4
« on: April 09, 2008, 08:56:17 PM »
ShapeShop B4 is out! Decal Texturing is back! Head over to the devblog for details on the new layered surface editing tools (and (limited) mesh import!), and then go download it.

43
General Discussion / Re: ADDING TEXTURE TO AN OBJECT
« on: April 08, 2008, 10:12:18 PM »
Unfortunately there is not an easy way to generate and export UV coordinates for a model. It is possible to export the uv's and sub-mesh of each individual patch (File->Export Texture->Export Patch). But, I don't think having a bunch of individual patch meshes would be useful for most people, so I haven't automated export of all of them.

In theory I could composite down into a single UV map (actually I implemented this to do decal-texture copy-and-paste, but it is kind of useless, and very slow, so it is currently disabled). But doing so would require UV coords for the whole mesh, which I cannot automatically generate.

I am working on a research project which should make it possible to generate proper UV coords for the whole mesh, but it will be a while before any of that work trickles down into ShapeShop.

44
General Discussion / Re: ADDING TEXTURE TO AN OBJECT
« on: March 06, 2008, 10:59:39 PM »
Well, first, you have to install version 002 from the "Older Versions" page, because texturing is broken in the new betas.

The, you can create a texture patch by drawing a straight line on the surface, and picking the icon that looks like a red square with a plus-sign on it.

To load an image, click on the file folder on the right-hand side of the window and pick the file. You can change the texture of patch by selecting the patch, then picking the image in the list on the right.

(I'm pretty sure the image sizes need to be powers of 2 - ie 256x256, 512x512,etc - this is fixed in newer versions, but of course texturing is disabled...)

45
Announcements / Re: ShapeShop B3 Released!
« on: February 19, 2008, 10:09:46 PM »
Ah, yes. The history stuff is a bit theoretical at this point. It is useful for some things, but the implementation in this release is pretty lacking. In the future, the history is going to be really useful for constructing and manipulating complex models (and it will be *really* useful for animation, if/when I get that going).

But for now, it's mostly a novelty (unless someone out there figures out a way to use it that I didn't predict - which is actually pretty likely...)

(glad you're enjoying the shininess!)

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