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pg_using_branches [2020/03/31 10:24] – external edit 127.0.0.1 | pg_using_branches [2023/04/19 10:33] (current) – steph.jorgensen | ||
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- | ======Preparing and Using a Branch | + | ======Preparing and using a branch |
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This page describes how to prepare and use a photogrammetry generated mesh that represents branches or twigs. The first section explains why you'll likely need to prepare the mesh before using it (either in SpeedTree or an external application) and the second section covers how you might use the branch mesh once you have. | This page describes how to prepare and use a photogrammetry generated mesh that represents branches or twigs. The first section explains why you'll likely need to prepare the mesh before using it (either in SpeedTree or an external application) and the second section covers how you might use the branch mesh once you have. | ||
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- | =====Preparing the Mesh - 3D Anchors===== | + | =====Preparing the mesh: 3D anchors===== |
Scans of trunks are often usable as is. You just put them in the scene and start building off of them. Branch scans are typically not ready without some preparation. First, the pivot point is typically not in the proper location. Second, It is often desirable to procedurally combine branch meshes into more complex branch structures. | Scans of trunks are often usable as is. You just put them in the scene and start building off of them. Branch scans are typically not ready without some preparation. First, the pivot point is typically not in the proper location. Second, It is often desirable to procedurally combine branch meshes into more complex branch structures. | ||
The general approach is to create a SpeedTree model specifically for preparing the mesh and then using it to export a new, doctored mesh. While it is possible to do the preparation in an external application, | The general approach is to create a SpeedTree model specifically for preparing the mesh and then using it to export a new, doctored mesh. While it is possible to do the preparation in an external application, | ||
- | ====Import the Mesh and its Textures==== | + | ====Import the mesh and its textures==== |
- | In order to use a 3d scan, you must first import the mesh as a [[kcmeshes|mesh asset]]. Next, create a [[kcmaterials|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_prep_assets.jpg | + | {{pg_prep_assets.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. | ||
- | ====Add the Mesh to the Model==== | + | ====Add the mesh to the model==== |
Once you have assets in place you'll use a " | Once you have assets in place you'll use a " | ||
- | {{ ::pg_mesh_branch_generator.jpg? | + | {{pg_mesh_branch_generator.jpg? |
- | ====Orient and Position | + | ====Orient and position |
Switch to node editing mode and select the mesh in the Tree Window. | Switch to node editing mode and select the mesh in the Tree Window. | ||
- | {{ ::pg_mesh_pivot.gif? | + | {{pg_mesh_pivot.gif? |
- | ====Mark the Locations Where Branches Might Grow==== | + | ====Mark the locations where branches might grow==== |
Now, we're going to mark spots on the mesh where branches might grow. Create a blank material, name it " | Now, we're going to mark spots on the mesh where branches might grow. Create a blank material, name it " | ||
Select the Mesh generator and add the "Place 3D Anchors" | Select the Mesh generator and add the "Place 3D Anchors" | ||
- | {{ ::pg_place_anchors.gif? | + | {{pg_place_anchors.gif? |
- | ====Mark the Locations Where Leaves Might Grow==== | + | ====Mark the locations where leaves might grow==== |
Create a blank material, name it " | Create a blank material, name it " | ||
Select the Mesh generator and add a second copy of the "Place 3D Anchors" | Select the Mesh generator and add a second copy of the "Place 3D Anchors" | ||
- | ====Exort the Mesh==== | + | ====Export |
Select " | Select " | ||
- | {{ ::pg_anchor_export.jpg? | + | {{pg_anchor_export.jpg? |
Notice that "Leaf references" | Notice that "Leaf references" | ||
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- | =====Using the Mesh===== | + | =====Using the mesh===== |
[[mesh_generator|Mesh generators]] can be added as the child of Branch, Leaf Mesh, and other Mesh generators. | [[mesh_generator|Mesh generators]] can be added as the child of Branch, Leaf Mesh, and other Mesh generators. | ||
- | ====Deforming a Mesh With a Branch==== | + | ====Deforming a mesh with a branch==== |
Meshes that are generated as the child of a branch will be deformed by the branch. | Meshes that are generated as the child of a branch will be deformed by the branch. | ||
- | {{ ::pg_branch_deformed_meshes.jpg? | + | {{pg_branch_deformed_meshes.jpg? |
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- | ====Adding | + | ====Adding |
When you add a generator as a child of a Mesh generator one of two things will happen. | When you add a generator as a child of a Mesh generator one of two things will happen. | ||
If you're using 3D anchors, you can select which types of anchors each child uses by editing the " | If you're using 3D anchors, you can select which types of anchors each child uses by editing the " | ||
- | =====Best | + | =====Best |
The following list outlines a few things to keep in mind when using photogrammetry branch meshes. | The following list outlines a few things to keep in mind when using photogrammetry branch meshes. | ||
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* Make sure the pivot point of the mesh is near the base and inside the branch. | * Make sure the pivot point of the mesh is near the base and inside the branch. | ||
- | * Keep a close watch on polygon count! | + | * Keep a close watch on polygon count! |
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