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Meshbuffer Geosphere no radius?

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  • Meshbuffer Geosphere no radius?

    I just noticed that the Geosphere method in Tmeshbuffer has no radius value. In fact, when I try to create one it ends up super tiny like the radius is 1.
    I can use a SuperEllipse to create a sphere right?

    Click image for larger version  Name:	image.png Views:	0 Size:	574.9 KB ID:	464
    Click image for larger version  Name:	image.png Views:	0 Size:	99.0 KB ID:	465

    I found these images when searching for SuperEllipse and Supertoroid. Are these shapes what I can create with these two methods?

  • #2
    Geosphere does not have a radius because it is created from a unity icosahedron, which is then sub-divided. However, you can produce it for any radius by specifying scaling transformation matrix in the mesh buffer before "geosphere" call.

    Super-ellipse and super-toroid are produced exactly as in the images you attached. There is also "torus knot" primitive, which uses a similar technique. I'm doing everything possible to get an official release rolled out tomorrow. In the new release, there is "Viewports" example, which allows you to configure super-ellipse and torus knot in real-time.

    You can produce sphere using super-ellipse, specifying "1.0" for both shape parameters. However, geosphere has better distribution of vertices, which is much more uniform. Therefore, it is almost always better to use geosphere instead of sphere.

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    • #3
      Awesome. Looking forward to it.

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      • #4
        "In the new release, there is "Viewports" example, which allows you to configure super-ellipse and torus knot in real-time."

        You beat me to it ^^ Just wanted to post this:



        Man, the new examples look gorgeous!

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        • #5
          Thanks! The editor looks really nice! Would you mind if I replicate your concept of rotation discs (e.g. seen at 0:30 when you rotate object) in ModelForge for latch editing?
          Are you planning to add option for placing lights and configuring shadow casting parameters? Configuring lighting and shadow casting parameters is tricky, but if done well can result in really nice looking scenes.

          In Afterwarp v3.5 SDK folder, run ModelForge tool and open "Cube.obj" from "Media" folder: this should illustrate new mesh material system. I would suggest leveraging this in your editor, as well as trying to use "auto-draw" functions, which apply mesh materials and perform instancing automatically.

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          • #6
            Originally posted by lifepower View Post
            Thanks! The editor looks really nice! Would you mind if I replicate your concept of rotation discs (e.g. seen at 0:30 when you rotate object) in ModelForge for latch editing?
            Are you planning to add option for placing lights and configuring shadow casting parameters? Configuring lighting and shadow casting parameters is tricky, but if done well can result in really nice looking scenes.

            In Afterwarp v3.5 SDK folder, run ModelForge tool and open "Cube.obj" from "Media" folder: this should illustrate new mesh material system. I would suggest leveraging this in your editor, as well as trying to use "auto-draw" functions, which apply mesh materials and perform instancing automatically.
            Dude, I would be honored if you copy something from me. Yes, I wanna have lights and shadows too. Right now I try to only focus on one thing at a time. First I want to make a playable Pong game, which is very near. I can move around and alter models already via scripting directly in a game executable. Once that is done I think I am gonna switch between a new visual thing and a gameplay thing.

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            • #7
              Thanks, appreciate that! But the editor is general purpose, isn't it? I think it could be useful even as 3D scene editing tool. In theory, if the editor could output an XML or JSON, it would be fairly easy to import and use this data in the applications.

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