meta data for this page
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
pg_using_branches [2023/04/03 18:23] – steph.jorgensen | pg_using_branches [2023/04/19 10:33] (current) – steph.jorgensen | ||
---|---|---|---|
Line 1: | Line 1: | ||
======Preparing and using a branch or twig mesh====== | ======Preparing and using a branch or twig mesh====== | ||
- | |||
- | > | ||
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. | ||
Line 12: | Line 10: | ||
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 [[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_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. | ||
Line 22: | Line 20: | ||
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 the mesh==== | ====Orient and position the mesh==== | ||
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==== | ||
Line 34: | Line 32: | ||
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==== | ||
Line 44: | Line 42: | ||
Select " | Select " | ||
- | {{ ::pg_anchor_export.jpg? | + | {{pg_anchor_export.jpg? |
Notice that "Leaf references" | Notice that "Leaf references" | ||
Line 58: | Line 56: | ||
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? |
> | > |