Thanks for the tip! Currently experimenting on it
On Jul 13, 12:41 am, Fabrice3D <[email protected]> wrote: > It would not be in Away if complicated :) > > Principle is simple. > you define a profile with Number3D's > in Lathe, from there you just need to pass a rotation value, and adjust the > x,y,z of the resulting mesh > in PathExtrusion, the profile is repeated along the path definition. > > example of a bucket using lathe (just saw this request this morning) > make 3 Number3D's defining a "L" > pass these to Lathe class and build. here you go, a nice custom bucket in 2 > sec. > the higher the subdivision, the nicer the rounding of the shape. > > Fabrice > > On Jul 13, 2010, at 7:50 AM, FDD wrote: > > > Will look into it, I hope it isn't too complicated. Thanks > > > On Jul 11, 9:24 am, Fabrice3D <[email protected]> wrote: > >> Look on tutorials pages, classes names/imports might be different for > >> 3.5 version but principle remains same. > > >> Sent from an iPhone without Flash > > >> On Jul 11, 2010, at 17:43, FDD <[email protected]> wrote: > > >>> Hi Fabrice, > > >>> Thank you for responding! I'm having some trouble using the Lathe and > >>> Path extrusion classes... can you please show me an example how I can > >>> generate a rounded wall? > >>> Much appreciated! > > >>> FDD > > >>> On Jul 11, 4:58 am, Fabrice3D <[email protected]> wrote: > >>>> Lathe would allow the rounded walls, PathExtrusion as well (you can > >>>> test in Prefab and even export the data or meshes). > >>>> If you have the vertexes shared per point on 2 extrusions, due to > >>>> roundings, they might differ, causing a flickering. Use the Grid > >>>> class > >>>> to snap them. Then depending on your project use Merge, Weld. You > >>>> should then have a very large amount of artefacts fixed, if not all. > > >>>> Fabrice > > >>>> Sent from an iPhone without Flash > > >>>> On Jul 11, 2010, at 11:48, FDD <[email protected]> wrote: > > >>>>> I'm trying to make one or two walls curved, while the other walls > >>>>> straight (yes from top view), but i can't seem to find a way to do > >>>>> it. > >>>>> I found a fix for the flickering triangles. i found out after some > >>>>> extensive googling that the issue is called "z fighting".. my issue > >>>>> got fixed by either Renderer.CORRECT_Z_ORDER (slow performance), or > >>>>> checking all sides/mesh and make sure bothsides isn't set to true > > >>>>> On Jul 10, 11:05 pm, Rujia Liu <[email protected]> wrote: > >>>>>> what's the curved wall problem? you mean, the "top view" of your > >>>>>> room > >>>>>> contains curves? > > >>>>>> to prevent flickering/disppearing triangles, you may try > >>>>>> FrustumClipping (I > >>>>>> assume you're using RectangleClipping) > > >>>>>> On Sun, Jul 11, 2010 at 1:53 PM, FDD <[email protected]> > >>>>>> wrote: > >>>>>>> Hi Jerome, > > >>>>>>> Thanks for responding! I did consider using a 3d app to make the > >>>>>>> different room shapes, but I need the user to be able to modify > >>>>>>> the > >>>>>>> dimensions (or the curvature of the rounded walls) , so I guess > >>>>>>> making > >>>>>>> the meshes at runtime seem more sensible (and faster, performance > >>>>>>> wise). The app wont need complex texturing anyway. > > >>>>>>> Any other suggestions, please do let me know.. A the moment I am > >>>>>>> using skin extrude for the floor, and lineExtrusion for the > >>>>>>> walls.. > >>>>>>> looks right, but I notice some edges 'flicker'. How does one > >>>>>>> prevent > >>>>>>> that flickering/disappearing triangles behaviour (sorry, I don't > >>>>>>> know > >>>>>>> how that behavior is called). Aside from that, I still have the > >>>>>>> curved > >>>>>>> wall problem.. any help/suggestion is greatly appreciated. Thanks > > >>>>>>> FDD > > >>>>>>> On Jul 9, 6:49 am, elguapoloco > >>>>>>> <[email protected]> > >>>>>>> wrote: > >>>>>>>> The example I have seen using Extrusion were pretty complex. > >>>>>>>> For a > >>>>>>>> room like setup I would probably model it in a 3D App and then > >>>>>>>> import > >>>>>>>> in Away3D. This will also allow you UV map your textures, bake > >>>>>>>> the > >>>>>>>> shadows and lighting, etc... > > >>>>>>>> ath. > > >>>>>>>> Jerome.
