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pg_meshconverter [2020/12/16 14:35] – windsor | pg_meshconverter [2023/04/03 18:06] (current) – steph.jorgensen | ||
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- | ====== Mesh Converter | + | ====== Mesh converter |
+ | |||
+ | {{meshconverter_tool_a.jpg? | ||
- | {{ :: | ||
===== What is it? ===== | ===== What is it? ===== | ||
- | The[[mesh_converter_generator| | + | The [[mesh_converter_generator|Mesh converter is a generator]] introduced |
Unlike any of the other generators, the converter is a tool that can harness the textures and shape from an imported mesh and place them back | Unlike any of the other generators, the converter is a tool that can harness the textures and shape from an imported mesh and place them back | ||
- | in the scene in a more usable way. The mesh converter makes it possible to fully optimize your tree’s parts while maintaining its unique geometry and texturing. \\ | + | in the scene in a more usable way. The Mesh converter makes it possible to fully optimize your tree’s parts while maintaining its unique geometry and textures. \\ |
- | > **Note** This tool is for predominantly tree trunk photogrammetry bases and will work best with tube-shaped meshes. If there is a branch off the trunk, the converter cannot be placed and will need to be in a good position. | + | > **Note** This tool is predominantly |
===== Why use it? ===== | ===== Why use it? ===== | ||
Line 17: | Line 18: | ||
- | ==== Create | + | ==== Create |
Step by Step: [[pg_texturetrunks|Create textures]] | Step by Step: [[pg_texturetrunks|Create textures]] | ||
* Create a tileable texture from the original mesh | * Create a tileable texture from the original mesh | ||
- | * Create a height map based on the geometry of the original mesh | + | * Create a heightmap |
* Create a non-tileable texture (ex. Knots) | * Create a non-tileable texture (ex. Knots) | ||
- | ==== Convert to SpeedTree | + | ==== Convert to SpeedTree |
Step by Step: [[pg_convertinplace|Convert to SpeedTree Nodes]] | Step by Step: [[pg_convertinplace|Convert to SpeedTree Nodes]] | ||
- | * Convert in Place: automatically | + | * Convert in place: Automatically |
- | * Convert to Trunk: creates | + | * Convert to trunk: Creates |
- | * Convert to Branch: creates | + | * Convert to branch: Creates |
- | ====== Using the Mesh Converter ====== | + | ===== Using the Mesh converter |
- | {{: | + | {{: |
- | ==== How to Place the Converter | + | ==== How to place the Mesh converter |
- | - The mesh converter can be added to the scene by loading it from templates. | + | - The Mesh converter can be added to the scene by loading it from templates. |
- | - From the generation window, drag and drop the Mesh Conversion Icon onto the desired Mesh. The Mesh converter is only valid if attached to a [[mesh_generator|Mesh Generator]] or [[branch_generator|Branch Generator.]] | + | - From the generation window, drag and drop the Mesh Conversion Icon onto the desired Mesh. The Mesh converter is only valid if attached to a [[mesh_generator|Mesh Generator]] or a [[branch_generator|Branch Generator.]] |
- | - The Mesh Converter | + | - The Mesh converter |
- | - Next, select the " | + | - Next, select the " |
- | - Click the pink area marking your texture to enter the Mesh Converter's properties. | + | - Click the pink area marking your texture to enter the Mesh converter's properties. |
- Adjust the [[http:// | - Adjust the [[http:// | ||
- | - Convert by using the five automatic buttons at the bottom of the [[http:// | + | - Convert by using the five automatic buttons at the bottom of the [[http:// |
- | For more help see our [[https:// | + | For more help see our [[https:// |