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pg_extend_trunk_vertex [2023/04/03 18:21] – steph.jorgensen | pg_extend_trunk_vertex [2023/04/19 10:33] (current) – steph.jorgensen | ||
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======Extending a scanned trunk using vertex blending====== | ======Extending a scanned trunk using vertex blending====== | ||
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Tree trunks are often close to the camera and difficult to model which makes them an excellent candidate for photogrammetry. | Tree trunks are often close to the camera and difficult to model which makes them an excellent candidate for photogrammetry. | ||
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In order to use a 3d scan, you must first import the mesh as a [[kcmeshes|mesh asset]]. Next, create a [[toolmaterialsassetsbar|material asset]] that uses the textures associated with the scan. Be sure to associate the mesh asset with the material. | In order to use a 3d scan, you must first import the mesh as a [[kcmeshes|mesh asset]]. Next, create a [[toolmaterialsassetsbar|material asset]] that uses the textures associated with the scan. Be sure to associate the mesh asset with the material. | ||
- | {{ :pg_asset_setup.jpg | + | {{pg_asset_setup.jpg}} |
Meshes must be a single model that can have a single material on it. Photogrammetry meshes are typically saved as single meshes with unwrapped UV data that correspond to a texture atlas. | Meshes must be a single model that can have a single material on it. Photogrammetry meshes are typically saved as single meshes with unwrapped UV data that correspond to a texture atlas. | ||
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Once you have assets in place you'll use a [[mesh_generator|Mesh generator]] to make it part of your model. | Once you have assets in place you'll use a [[mesh_generator|Mesh generator]] to make it part of your model. | ||
- | {{ :pg_mesh_generator.jpg | + | {{pg_mesh_generator.jpg}} |
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Select the Mesh generator and add the " | Select the Mesh generator and add the " | ||
- | {{ ::pg_vertex_blend.jpg | + | {{pg_vertex_blend.jpg}} |
=====Choose a good material for the child===== | =====Choose a good material for the child===== | ||
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The Stitch will be placed near the center of the mesh. It may be in a valid location but probably isn't. Switch to node editing mode, select either the stitch ring (if it's not valid) or the stitch geometry (if it is valid) and move the Stitch to the desired location. | The Stitch will be placed near the center of the mesh. It may be in a valid location but probably isn't. Switch to node editing mode, select either the stitch ring (if it's not valid) or the stitch geometry (if it is valid) and move the Stitch to the desired location. | ||
- | {{ ::pg_stitch_geometry_move.gif | + | {{pg_stitch_geometry_move.gif}} |
You must leave enough trunk geometry beyond the stitch location to be used in the blending process. | You must leave enough trunk geometry beyond the stitch location to be used in the blending process. | ||
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Now that you have the stitch where you'd like it, it's time to make the blend region as seamless as possible. | Now that you have the stitch where you'd like it, it's time to make the blend region as seamless as possible. | ||
- | {{ ::pg_stitch_geometry_edit_blend.gif | + | {{pg_stitch_geometry_edit_blend.gif}} |
There will typically be a little bit of back and forth between blend settings, child positioning, | There will typically be a little bit of back and forth between blend settings, child positioning, | ||
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Use traditional SpeedTree techniques to add a procedural branch structure and leaf canopy to the model. | Use traditional SpeedTree techniques to add a procedural branch structure and leaf canopy to the model. | ||
- | {{ ::pg_stitch_geometry_full.jpg | + | {{pg_stitch_geometry_full.jpg}} |
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