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transparency or opacity maps

#1 User is offline   geo_n Icon

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Posted 18 April 2008 - 02:26 AM

Is it possible to paint transparency maps in 3dc and export the maps as alpha? I want to paint some trees to make 2D billboards and I think this could also be used for those people wanting hair in 3dc.
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#2 User is offline   Andrew Shpagin Icon

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Posted 18 April 2008 - 05:12 AM

View Postgeo_n, on Apr 18 2008, 05:26 AM, said:

Is it possible to paint transparency maps in 3dc and export the maps as alpha? I want to paint some trees to make 2D billboards and I think this could also be used for those people wanting hair in 3dc.

Yes, you can paint opacity. Just go to layer 0 and arase background with eraser. There is the same idea like in Photoshop. You can export opacity via PSD or TGA.

BTW, one day (year ago) I have experimented with trees generating and 3D-Coat has hidden possibility to generate trees. There is file config.txt. There is line "3D-Brush" If you will write "TreesGenerator" there, you will get trees generator. But, please backup the file config.txt and restore it again after playing with trees. There is several missed textures in zip file, they should be unpacked in 3D-Coat installation folder. If all will be ok, you will see nice picture :)

Attached File  Treesgen.zip (3.04MB)
Number of downloads: 169
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#3 User is offline   geo_n Icon

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Posted 18 April 2008 - 06:13 AM

Thanks a lot Andrew. Is this a hidden easter egg in 3dc? Why is there no mention of this making trees in 3dc? Can't wait to try it.
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#4 User is offline   Andrew Shpagin Icon

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Posted 18 April 2008 - 07:30 AM

I have made standalone installer:

http://www.3d-coat.c...oat-2-trees.exe

Enjoy!

PS: I have not mentioned about this because it is not a part of 3DC, and these both parts are not logically combined. It is just attempt to make something like SpeedTree in very short time. It was written long time ago, I have remembered it just when I have read the post.
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#5 User is offline   ldzywsj Icon

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Posted 18 April 2008 - 07:44 AM

oh,cool! Andrew,why not add to 3dc2.09?
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#6 User is offline   geo_n Icon

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Posted 18 April 2008 - 09:25 AM

I can't save in the standalone treegenerator. I click autosave to obj nothing happens. :unsure:
Yeah I think this should be within 3dcoat for easy access.
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#7 User is offline   lc8b105 Icon

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Posted 18 April 2008 - 09:49 AM

Sooooo coooooool! :rolleyes:
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#8 User is offline   yukon_28 Icon

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Posted 18 April 2008 - 11:51 AM

Wow, its really cool :mellow: Long life 3DC!
Edit:
I am shocked. It is not some small toy, it is really useful tool with wide feature set. I bet other developer would make paid major update for such addition. Thanks a lot, Andrew!
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#9 User is offline   Andrew Shpagin Icon

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Posted 18 April 2008 - 11:55 AM

View Postgeo_n, on Apr 18 2008, 12:25 PM, said:

I can't save in the standalone treegenerator. I click autosave to obj nothing happens. :unsure:
Yeah I think this should be within 3dcoat for easy access.

I have forgot to create folder "Models". Please create the "Models" folder in installation folder. In this case objects will be automatically stored there in subfolders.
But there is some problem with exporting leafs, because it is difficult to export billboards... How do you want to use it? For render or for game engine?

About adding to 3DC - it is very separate module. I can make it like standalone app. The only issue is export format for billboards. Just tell me what format could be used for BB, and I can make it easy.
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#10 User is offline   geo_n Icon

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Posted 18 April 2008 - 12:51 PM

View PostAndrew Shpagin, on Apr 18 2008, 09:55 PM, said:

I have forgot to create folder "Models". Please create the "Models" folder in installation folder. In this case objects will be automatically stored there in subfolders.
But there is some problem with exporting leafs, because it is difficult to export billboards... How do you want to use it? For render or for game engine?

About adding to 3DC - it is very separate module. I can make it like standalone app. The only issue is export format for billboards. Just tell me what format could be used for BB, and I can make it easy.


Oh I see. I pressed autosavetoobj so many times I hope I dont have a lot of junk on my harddrive somewhere :lol:
I'm using it for rendering. Will it be possible to export leaf like this ivy generator? Its uvmapped per poly
http://graphics.uni-.../ivy_generator/

Thanks
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#11 User is offline   Andrew Shpagin Icon

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Posted 18 April 2008 - 01:51 PM

Where will yo render it? LW?
Does anyone knows if LW has billboards support?
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#12 User is offline   Oliver Thornton Icon

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Posted 18 April 2008 - 01:55 PM

So wait.... we get 3DC _and_ a tree generator that generates matching uvs, displacements and normals? For free?

um.... ok....

/self-restraint off

MUAHAHAHAHAHAHAHHAHAHAAAAAAA!!!!!! WOOHOO!!!! HaHahahHAahhAhhahahHahahAhahahahaAhaha!!!!!

/self-restrain on

That's really neat. This should really be posted in the general forums, not buried within someone's request like this.

Andrew, this does answer some questions about your plans for hair generation if you already have a procedural mesh generator in place. I would like to request leaf support also, heck throw in fruit/nut support, but request that this app stay separate from 3DC if it requires more memory to run both within the same app.

Does it have a name? 3D Seed? 3D Bark?

How many other features do you have hidden in here Andrew?

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#13 User is offline   lc8b105 Icon

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Posted 18 April 2008 - 01:58 PM

View PostAndrew Shpagin, on Apr 18 2008, 07:55 PM, said:

I have forgot to create folder "Models". Please create the "Models" folder in installation folder. In this case objects will be automatically stored there in subfolders.
But there is some problem with exporting leafs, because it is difficult to export billboards... How do you want to use it? For render or for game engine?

About adding to 3DC - it is very separate module. I can make it like standalone app. The only issue is export format for billboards. Just tell me what format could be used for BB, and I can make it easy.


I think the trees generated from TressGenerator are more suit for used in game engine,so not export too many polygons. Andrew,you are such a good game&software developer,so maybe no one will know clearlier than you about how to "export billboards and used in game engine". :)

What about .x format ? Then I can directly import it to Quest3D.
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#14 User is offline   yukon_28 Icon

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Posted 18 April 2008 - 06:41 PM

Andrew, i think billboards should be .tga format, its most compatible with any sw, and easily convertable if needed. obj plane with tga texture its universal, if you'll make it LW specific today, then tommorrow you'll be asked to make it for max, and day after tommorow for maya, and for xxx render, for yyy engine and so on. So universal formats such as obj + tga its a best choise IMO.
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#15 User is offline   ldzywsj Icon

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Posted 19 April 2008 - 01:36 AM

Yes,yes,yes,obj+tga!!!!
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#16 User is offline   geo_n Icon

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Posted 19 April 2008 - 02:39 AM

View PostAndrew Shpagin, on Apr 18 2008, 11:51 PM, said:

Where will yo render it? LW?
Does anyone knows if LW has billboards support?


Billboard support? Do you mean single poly with clipmap images? I will render it in lightwave and 3dsmax. I think yukon_28 explained it better. And the ivy generator is doing the same thing. Exporting obj with uvw leaves. Then you can just import it to any 3d program and put tga in color, spec, opacity.
I'm pretty sure this is the way to do hair in 3dc that could be used in any 3d package.
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#17 User is offline   bwtr Icon

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Posted 19 April 2008 - 05:24 AM

View Postgeo_n, on Apr 19 2008, 12:09 PM, said:

Billboard support? Do you mean single poly with clipmap images? I will render it in lightwave and 3dsmax. I think yukon_28 explained it better. And the ivy generator is doing the same thing. Exporting obj with uvw leaves. Then you can just import it to any 3d program and put tga in color, spec, opacity.
I'm pretty sure this is the way to do hair in 3dc that could be used in any 3d package.


In Carrara, for Billboards, I find the .png format by far the easiest/best.
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#18 User is offline   Andrew Shpagin Icon

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Posted 19 April 2008 - 05:45 AM

There is no problem to export obj-s with many quads & texture on quad. The problem is that to look great all billboards should look on camera. It there camera-aligned objects in carrara or LW or other packages?
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#19 User is offline   Costanel Icon

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Posted 19 April 2008 - 01:43 PM

In Lightwave you can LookAtCamera at object levels, but that's not handy on polygon level.

I've made a post in the LW forum, and will post here if I've got an decent answer.
Got the feeling that it should be able with motion options and nodes, but we'll see.
As far as I know there is not simpel billboard function.

Link: http://www.newtek.co...9215#post689215
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#20 User is offline   yukon_28 Icon

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Posted 19 April 2008 - 02:19 PM

View PostAndrew Shpagin, on Apr 19 2008, 08:45 AM, said:

There is no problem to export obj-s with many quads & texture on quad. The problem is that to look great all billboards should look on camera. It there camera-aligned objects in carrara or LW or other packages?

I know nothing about LW and Carrara, in max we have a few free scripts that locking billboards to the camera. Also you can make for every tree 2 planes that intersect each other on 90 degrees angle, such construction face camera on 90% of the angeles or more i think.
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