Better post the right movie and dont believe it was the right movie (note to myself).
Ok as it looks I posted a link to a movie of the website which was different then
the one I was given.
To make things short I just created a screen cast showing the
lacks some niceties in video - but overall concept is the same.
Now this tool is based on code in Blender ( it is there really in Blender code, I checked ).
so seems the question is - how to expose the functionality to artist.
Offhand it looks like equivalent in Blender would be vertex groups to the car seat object that are then
‘projected from view’ in uv editor. Of course, the grid adjustments are only a matter of moving uv’s on your texture image backdrop.
The text alongside the video does say :
‘Simulating fabrics on a 3D object requires specific preparation’ so is the video showing all
pre- uv object editing setup?
For what i can see in the video, the 3d mesh was already prepared to just paint the texture in the mesh… note when the operator selected the 3d model: in the bottom right corner, there is a box labeled “surfaces” and shows a list of all surfaces that compound (is that even a word??) the 3D object were divided (time 00:07). So what you have in the video is a 3d mesh already “seamed” and “grouped” (in Blender terms… does that word exists anyways??), so their UV engine has not problem unwrapping that. What the video is showing actually is a fast workflow to paint a texture previously defined, over a mesh previously prepared, which is still a fast way to sell a product.
Still vary impressive in terms of workflow and speed, and yes, for what i can see, Blender can do something more or less similar, but the workflow is absolutely different, and for what i know, you can’t align/rotate/manipulate the uv directly in the mesh in edit mode (rotate the texture in edit mode… in Blender you have to rotate the UV map in the UV/image editor), so it could be a good adition to the tools in Blender…
Also the realtime rendering (OpenGL i guess) is very natural and impressive, and Blender can’t do the fabric realtime without GLSL and quite some preparation. I only have seen a similar thing in the mitsuba renderer.
man, these are just unwrapped nurbs patches, and with the ‘drawn line’ you say, he’s just rotating uv islands, so of course, blender is much more capable than this.Really, you should first explore both softwares manuals, and stop spamming this forum with your patchworks video-love.(saw what offtopic you posted to mitsuba thread)
the mesh has UV coordinates. To get the texture flow with the mesh you click points in as a curve and that defines how the unwrapping bends the mesh so the texture flows correctly.
Imagine this like a bend modifier for mesh. It is a bend modifier for UV.
Thus all current tools from Blender such as project from view do not work since they are only
planar projection from the view and not bending or unwrapping following a curve.
Pildanovak
since you rush in so much - come make a movie and show how with few clicks you get such a smooth
uv unwrapping done. Otherwise maybe watch the movie again and think about the workflow before steaming off here
and leaving your spam here, ranting about rotating islands and that this is such an easy thing.
Obviously you do not work with high density meshes where you do not want to have to do that by hand man.
Never meant that Blender could do it as it is in Lumiscaphe. It can’t, exactly.
To do ‘equivalent’ in Blender see cgcookie video:
and Headless video:
Both use ‘project from view’ to map a mesh in 3D.
Though neither of these videos uses a background UV image checker pattern, Blender can show one
in 3D view while you paint a mesh with texture project paints or images or procedurals.
Since I have never vertex group UV mapped, I meant ‘off the top of my head’ that
Blender should be able to show the individual vertex groups of an object with texture grids that
can be adjusted (not as easily as Lumiscaphe does it, …very impressive).
Blender does have 3D textured rotation and also project paints a mesh in texture paint mode.
Blender also can bump map paint project in like manner.
Both these features use the image editor to view the progress of painting a 2D texture.
It does not appear that Lumiscaphe has any sort of texture painting from the video, and
nowhere is it mentioned as a feature. Looks like plain old UV mapping to me. Also looks like
each object group is translated to face view then it does a project from view.
Blender 2.5x also implements projection texture painting. The tool shelf texture palette
selector is the only ui part that has been problematic in my use.
PatchWorks 3D manipulations of a UV mesh is very impressive, has anyone used the free trial?
Is UV mapping really that easy?
Or will Bishop’s new vertex paint, and ptex improvements make all these posts…
a used to be?
cekuhnen,
first do some work then speak And I actually watched the video. Did you notice the commisures actually don’t move in that video? that’s because they are part of a different UV set!
and also, again, these are obviously patches, not a connected mesh.
really.
I did this easily using just the UV editor. I could achieve any distortion I wanted. The point is that sometimes seams have to be visible.
@zeauro, yes I know but its 2010 and SketchUp does this for years. Even better I could say. The problem with SU is that it still exports something dirty LOL. Even SU pro obj exporter.
based on the video you can more then clearly see that he works on a polygon mesh - even when it was a solidworks file he used as an import. So what is your comment about patches vs connected mesh supposed to mean?
This video - I saw a different one with one addition - does not clearly show the bend unwrap.
Do you guys think I do not know Blender’s UV unwrapping? Really?
Let me make a video when I have the trial on my computer and I can show you what I mean in detail.
Since the first post I am talking about drawing points and through interpolating a curve through that
unwrapping the mesh accordingly.
Can I send that do some work first before speaking back to you since I have the feeling that you did
not really compare what I wrote against what is shown in the video.
On a second look it is more then evident that what I wrote is not in sync with the video link I posted.
judging by your experience then the SU pro exporter is not really worth the investment for the SU pro version?
Its not cekuhnen. To pay so much money for just an obj exporter… OK the problem is that SU exports a really dirty topology, badly triangulated. Uvs are in a complete mess sometimes. Each tri face as an island overlapping each other. Be aware of inverted normals too. Its more complicated than helpful in the end. But SU has a very friendly UI for archi modeling. BTW is it possible to see these nice SU tools in blender one day? Especially the [F] SU tool if you know what I mean.
But I managed to export SU files in blender and play with them. Just as a challenge.
Apologies cekuhnen, I didn’t mean that you don’t know how to use blender UVs of course.
well thanks for the heads up. I was considering to maybe buy it but I had some reservation.
SU seems so much to mainly target for google earth users or architects who need a quick
Viz but do not need good UV maps.
I mainly use MOI as an exporter since MOI has a terrific obj mesher - I would say the best I know.
Most objects I work on are NURBS based then anyway when I need to convert them.
Why do you apologies? You didn’t say anything offensive.
I was more bumped by the rudeness of some posters here instead of telling me that
the video and what I am talking about do not match and that I must have made a mistake there.
I updated the first post to accomodate the video mistake I made.