[Papervision3D] Procedurally generated models
Pete Hobson
pete at 99lives.co.uk
Fri Jan 5 08:23:48 EST 2007
Indeed. Looking through the ASE import code i think it assumes one
material per scene at the moment? I was assuming when Collada import
is more mature, it would handle multiple objects with a material
each, and i would take my guide from how this is implemented... I
guess doing it manually though I can store my materials in a static
reference for my class and then ensure each is only added the once -
not sure how a generic add would handle duplicate materials...
Really looking forward to child objects BTW - would be nice to blast
those gifs into showers of cubes ;)
On 5 Jan 2007, at 13:50, John Grden wrote:
> 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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Pete Hobson
Interaction Developer
pete at 99lives.co.uk
+44 208 123 6974
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