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pg_meshconverter [2020/12/16 17:11] – windsor | pg_meshconverter [2023/04/03 18:06] (current) – steph.jorgensen | ||
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- | ====== Mesh Converter | + | ====== Mesh converter |
- | {{:meshconverter_tool_a.jpg? | + | {{meshconverter_tool_a.jpg? |
===== What is it? ===== | ===== What is it? ===== | ||
- | The[[mesh_converter_generator| Mesh Converter | + | The [[mesh_converter_generator|Mesh |
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 | + | in the scene in a more usable way. The Mesh converter |
- | > **Note** This tool is predominantly for tree trunk photogrammetry bases and works best with tube-shaped meshes. If there is a branch off the trunk, the Converter | + | > **Note** This tool is predominantly for tree trunk photogrammetry bases and works best with tube-shaped meshes. If there is a branch off the trunk, the converter |
===== Why use it? ===== | ===== Why use it? ===== | ||
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- | ==== 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 | ||
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* 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 stitch an extension from the end of your mesh. This creates a stitch, keeps the base mesh, and connects it to a SpeedTree branch node. | * Convert in place: Automatically stitch an extension from the end of your mesh. This creates a stitch, keeps the base mesh, and connects it to a SpeedTree branch node. | ||
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* Convert to branch: Creates a new Speed Tree branch node coming off of the original mesh, attached by a spine-only node. The new branch uses the newly created tileable texture. | * Convert to branch: Creates a new Speed Tree branch node coming off of the original mesh, attached by a spine-only node. The new branch uses the newly created tileable texture. | ||
- | ====== Using the Mesh Converter ====== | + | ===== Using the Mesh converter |
{{: | {{: | ||
- | ==== How to Place the Converter | + | ==== How to place the Mesh converter |
- | - The Mesh Converter | + | - The Mesh converter |
- | - From the generation window, drag and drop the Mesh Conversion Icon onto the desired Mesh. The Mesh Converter | + | - From the generation window, drag and drop the Mesh Conversion Icon onto the desired Mesh. The Mesh converter |
- | - 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:// |