Thanks, I'll take a look.
Latest posts made by smckenzie
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RE: Low Poly clone driving high poly for simulation
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Sweep Spline Issue
Hey -
I'm not able to get a consistent sweep along this spline as sections of it appear twisted. I've tried a rail spline but that didn't help either.
https://www.icloud.com/iclouddrive/040962cnZJU_seYSQ11wRXSzw#sweep
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Low Poly clone driving high poly for simulation
I saw a technique some time ago where you could use low poly objects in a cloner that were in a simulation (in this case, just dropping into a box) but the high poly version would be actually rendered. The low poly version was just used to speed up the simulation.
I've Googled around but came up short. Can you show me please ?)
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RE: Camera Match
I appreciate all your help
My response wasn't a criticism of what you had done, far from it, instead I was just relaying the techniques our tutors are using on trying to figure and model 1 point images without information.
This video shows how they accomplish this in 3dsmax.
https://www.icloud.com/iclouddrive/08d0uPXfm0As-0iPCNPZHMbIg#ONE_POINT
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RE: Camera Match
Thanks for your efforts here, I study what you did.
For some context.
This image is part of a visualization course in 3DSMax and in this case to recreate this scene. The whole point is to be able to match an image without known information like a floorpan, focal length and so on.
The first stage was to find the vanishing point and ensure it is in the middle of the image. To do this crops are added to the image to make sure the vanishing point is in the middle via rulers in Photoshop set at 50%. It seems if the vanishing point isn't in the middle the perspective match won't work correctly.
After that we have a grid overlay where each ground plane square is half a meter. So with this an approx distance can be calculated on the floor. Lastly, we try to find something in the scene that has a known size. In this case it could be the bar height which are often around 104-107cm or so according to Google. Bar stools are also often at a standardized height as well.
Where 3DSMax makes this process easier is in the perspective match tool. Once the image is in the viewport you can simply use the tool to drag the ground plane to where it should be. From there create a cube that matches the dimensions of something in the scene that you identified earlier, in this case the bar. So say a cube 104cm and 600cm wide. Using the distance and vertical adjustments of the perspective match tool, you can line up your cube with the bar until they match. Add a camera and set its height to around 120cm and turn on Auto Correct Vertical Tilt and that's it.
As I prefer using Cinema (I'm on a Mac) I was trying to camera match it with C4D and I found, like you, the process harder to do with mixed results. The focal length in your version of the scene is 90mm which would be unlikely. I have a 19mm and 45mm Tilt/Shift for work and the 45 would be way too tight for this shot, even if the images were stitched vertically.
When using the Camera Calibrator in C4D the focal length varied a lot, anything from 35 to 300mm lol. It seemed the vertical grid lines (y) were the culprit. Adding an extra line could reduce or increase the focal length. I also found it hard if impossible to get the vertical grid lines in the calibrator to be perfectly straight and they can't be snapped it seems. I'm guessing this one of the reasons why the pitch and roll of the camera co-ordinates wouldn't be at 0 and you can't adjust them.
I've included some screenshots so you can see what I'm referring to
https://www.icloud.com/iclouddrive/02cb5R_LhEHeotDRFQOAkTwtQ#Camera_Match_Screenshots
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Camera Match
I've tried a number of times to camera match this image and wondered if you could try so I can analyze how you did it? )
I had the match solved but I often found the focal length would vary. I also couldn't get new objects to "sit" on the floor by default. Lastly, the camera would often be a little pitched or banked. In 3DSMax you could set the camera to auto correct on the vertical for tilt shift which would prevent this issue.
Curious to see your result
https://www.icloud.com/iclouddrive/02e_R3PxPC69ZIEptQcftoxRA#camera_match
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RE: Eroding edges of tiles
I did some work on it:
https://www.icloud.com/iclouddrive/06dZYRxwxPAvA-TFId-xACM_A#tiles
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RE: Eroding edges of tiles
Thanks for that. Interesting solution but a bit more involved than I was hoping for.
I think I can make it work using the tile shader along with noise to drives bevel/grout width.
https://www.icloud.com/iclouddrive/048ZVQgVjgGtporjCvT5cfyTA#tiles-2
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Eroding edges of tiles
I'm looking to add erosion to the edges of some floor tiles, i,e, where edges have been damaged or chipped away.
Any suggestions on how to approach this?
https://www.icloud.com/iclouddrive/02bITTu-U0TcFAe-VOVyGnAPg#tiles-grout
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RE: Adding brick geo to multiple walls
Thanks. Not really because lining that up against multiple walls which could face many directions is just to time consuming.
Do you know anything about the Partition Modifier in the Asset Browser? It's a Maxon One modifier which I don't have so I can't try it. Does this not generate floor geo?