roobol opened this issue on Jun 18, 2004 ยท 23 posts
roobol posted Fri, 18 June 2004 at 11:59 AM
Following a comment on one of drawbridgeps images, I got a few mails with questions about bevelled edges in Bryce. Therefore, I thought I might as well post some sort of a mini-tut here, too. So there we go....
roobol posted Fri, 18 June 2004 at 12:00 PM
roobol posted Fri, 18 June 2004 at 12:35 PM
roobol posted Fri, 18 June 2004 at 12:37 PM
Once you have made a small collection of them, you can use them in stead of the default primitives, also in booleans. You will end up with a gazillion of objects (Flak is going to love this, grin...), but they really look better. Oh, and for procedural textures, dont forget to set mapping to world space in stead of object space, otherwise things may look weird as well... Thats it, hope you find some use for it :-)
drawbridgep posted Fri, 18 June 2004 at 12:59 PM
"Hard edges look terrible"? You saying my picture looks terrible? ;-) Just yanking your chain. Good tut. Worth the little extra effort. But I would retort, that although sharp edges may not exist in nature, buildings aren't natural and stonemasons will always strive to get a sharp edge to marble bricks. Just my little justification for not redoing my courtyard picture. :-p
roobol posted Fri, 18 June 2004 at 2:58 PM
drawbridgep posted Fri, 18 June 2004 at 3:16 PM
I'm in England, we don't have rainy Sunday afternoons. Oh wait, that argument doesn't work. I like that texture. One of yours? I DO like this idea. Gives a more aged look to stonework.
diolma posted Fri, 18 June 2004 at 3:24 PM
Not to mention the fact that after a few years exposure to rain, wind, pollution, vandalism etc. even the hardest (stone) edges get a little rounded. Some metal buidings are another matter; they rust/corrode a little, then collapse. Use Agent Smith's textures for the former; allow the cat to walk over the keyboard for the latter:-) Not that (especially with a: my PC spec, b: my impatience) I'd ever bother for anything except close-up stuff unless it really glared... Cheers, Diolma
roobol posted Fri, 18 June 2004 at 3:29 PM
Wolfsgirl posted Fri, 18 June 2004 at 4:30 PM
Wow.. thanks tons for explaining that to me..I thought that I was loosing my mind for a sec.. hehe =) hugs ~Kristena
Swade posted Fri, 18 June 2004 at 6:26 PM
Cool Tut Roobol. Thanks for the insight to the beveled edges. This will be handy info for me.
There are 10 kinds of people: Those who know binary, and those who don't.
A whiner is about as useful as a one-legged man at an arse kicking contest.
MuddyGrub posted Sat, 19 June 2004 at 12:02 AM
Great technique, very easy and straightforward. And it does add that something extra! Your statement about the hard edges "not existing in nature" seems a bit odd to me, though.
Flak posted Sat, 19 June 2004 at 6:29 AM
Mother nature loves curves (erosion effects) and mother nature always wins was how a tourguide once explained the shape of every prominent rock formation in central australia.
But I like the idea of making up new sets of primitives. Moebius87 in the LW forum has made up a set of sci fi objects - hatches, joints, hinges... and uses them as his primitives to speed things up.
Hmm.. the gazillions of objects concerns me lol - what if you start with gazillions of objects?
Message edited on: 06/19/2004 06:31
Dreams are just nightmares on prozac...
Digital
WasteLanD
pauljs75 posted Sat, 19 June 2004 at 6:41 PM
Or if you want to "cheat", such objects are easy to make in Wings3D. ;) Only difference is that you can't really change the radius on the edges once it's in Bryce.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
roobol posted Sun, 20 June 2004 at 2:31 AM
Or any other modelling programme, too. Has the additional advantage that in that case you can also apply transparent or photographic textures.
lemonjim posted Sun, 20 June 2004 at 12:32 PM
roobol posted Sun, 20 June 2004 at 1:48 PM
An excellent addition, Jim. And the reflection of highlights in your example shows the need perfectly. A gaussian blur in terrain modelling is oligatory, indeed.
roobol posted Sun, 20 June 2004 at 1:57 PM
Hmm, Flak, if you start with a gazillion, you will end with two gazillion (but that shouldn't be to much of a problem, now would it). And did you already buy this new fridge, very large grin....
Flak posted Sun, 20 June 2004 at 8:02 PM
Well, thinking about this last night, roobol, luckily skeletons don't have edges and so don't need bevels phew As for the fridge, thankfully its going into the heart of winter down here now (20 Celsius and sunny), so everywhere is selling fridges cheap. Also, have you joined a gym yet to toughen up those arms of yours.... wouldn't want you to suffer any bicep strains doing all that lifting... grin
Dreams are just nightmares on prozac...
Digital
WasteLanD
MoonGoat posted Mon, 21 June 2004 at 12:27 AM
Hey I thought gaussian bluring to smooth out edges was my own dirty little secret. :(
TheBryster posted Tue, 22 June 2004 at 2:41 PM Forum Moderator
Hate to pour water on this, but there are several collections of Bevelled/rounded edged OBPs about that should be quite easy to find. If you have no luck finding them, I'll post them or e-mail them to you..........
Available on Amazon for the Kindle E-Reader
All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...
lemonjim posted Tue, 22 June 2004 at 3:08 PM
Ohboy! "Drench me" with the links!
TheBryster posted Tue, 22 June 2004 at 6:12 PM Forum Moderator
Attached Link: http://www.iaw.on.ca/~jspirko/presets1.htm
Here ya go!Available on Amazon for the Kindle E-Reader
All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...