[Papervision3D] Procedurally generated models
John Grden
neoriley at gmail.com
Fri Jan 5 07:50:43 EST 2007
dood that's cool! LOL, what a great idea
as for the materials thought - that's very interesting. Jake was just
telling me how to some shade spoofing with 8 different versions of the xwing
map I did. Based on rotation, one of the 8 would be used on the model.
My thought is, I like having the materials for an object stored WITH the
object
On 1/5/07, Pete Hobson <pete at 99lives.co.uk> wrote:
>
> Hi All,
>
> As I dont have any 3d modeling experiance at all, right now
> im particularly interested in procedurally generated models such as the
> PaperPlane example included in the last release.
>
> I've made a little (very un-optimized) class which iterates over a bitmap,
> and creates colored cubes for each pixel, not useful in itself but cetainly
> good for understanding how models are represented in P3D.
> demo - http://www.freesome.com/flobs/papervision3Dextrude1.swf
> class - http://www.freesome.com/flobs/Sprite3D.as
>
> A couple of questions from this experiment...
>
> 1) Materials. At the moment each pixel is represented by a cube with six
> materials (varying shades of the pixel color - until we have lights). I
> store each of these generated materials, then have a method to push all
> these materials into the scene. Question - would it make sense to add a
> "materials" array to DisplayObject3D which would automatically be added to
> the scene when the object is added?
>
> 2) Glitches. At certain rotations the join marks of the individual cubes
> are visible - i'm guessing this is as im not sharing vertices
> between adjacent cubes - this is intentional as once we have child-objects i
> want to be able to manipulate each cube seperatly - is there any way round
> the glitch other than having a separate shared vertex version for when all
> cubes are in their default position?
>
> Great stuff everyone - the most fun i've had alone in my office for years
> ;)
>
>
> Pete
>
>
>
>
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>
>
--
[ JPG ]
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