View Full Version : How would I emboss this pattern?
This pattern will become a door.
I seem to be not able to emboss it without the negative space being the high points.
How do i go about it?
dmg3d
10-08-2003, 09:28 AM
Hi Ade-
I'm not sure if this is what you're after, but if you wanted to create a bump from this, bring it into Photoshop, convert it to greyscale then invert it (cmd-I).
Hope that's what you're looking for.
-Dave
Dm yeah i thought of bump mapping it, but then i thought will u be able to view through it?
trentonia
10-08-2003, 09:38 AM
if you want to see thru it, you should use it as a clip map.
Clip map, im kinda lost now could you ellaborate?
I want to be able to see through it in the renders as it will be a door for a bathing room.
Max Wolf
10-08-2003, 10:36 AM
what you could do is make it a model.
I've modified your original photo and created an alpha cannel for you. Your alpha channel in LW wll help you setup you transperency area and the parts that arn't transparent will not show through. Here is what I did to create the channel in photoshop:
1) Select -> Color Range...
2) Select the pink area's of the image and move the fuzziness to ~104.
3) Invert my selection CTRL+SHIFT+I
4) Select - > Save Selection...
5) Save the file as a .psd
Now when you load this image into LW it will see the fourth channel and use it as a mask. Apply this image to your transperency of your surface.
I don't have LW here at work so I'm not sure if my alpha channel is reversed so you may need to invert it.
Hope this help
-Lee
Lede I will try your method. i have never tried your way before.
Also I have before tried importing the .eps in and extruding it and it causes major slow down and even crashes.
This pattern will be on 12 doors, if i duplicate the pattern 12 times in illustrator, illustrator cant even handle it!
It is a complex shape and im open to suggestions, i need the pattern to be clear and sharp, yet not hog the system to a hault.
G4 DP 1.25 1.75ddr ram.
dmg3d
10-08-2003, 01:21 PM
Ade-
Here' a quick render showing the clip map idea. I didn't do anything in Photoshop, just Layout. Your door image was used as is on one layer of the clip map, and I cloned the image and dropped down the saturation, inverted it and used that as the second layer of the clip map (as an alpha).
-Dave
Why not make an illustrator file out of it and import it into modeler and extrude? That's what i'd do:)
Max Wolf
10-08-2003, 02:11 PM
the model i tried
trentonia
10-08-2003, 04:33 PM
Yeah you can extrude it, but that makes a whole bunch more polygons and increases render times, then you'll be asking how to speed up your render, and then I'll have to suggest going to http://www.respower.com and then everyone will complain about me mentioning respower, so, it would just be easier to use a clip map.
Yeah that was my thought about creating this as an extruded object. The test I ran with an alpha channel was one polygon and rendered in a few secs with basic texturing. If your going to replicate the object twelve time in the scene then you might try this trick.
Let us know what you used that worked best.
-Lee
Max the trouble I had was how do u model it in its negative space?
How did u go about it and did it take forever to render (remember there will be 12 of them).
I will try what DMG did too, i will have to adjust it so that it looks thicker, is that possible with clip maps?
Doors are 50mm thick.
When i use a dome and radiosity I get this.. using clip paths, does radiosity spoil it?
How do i go about the polygon way?
use Drill?
cant find the right way to extrude as it does the wrong space content.
Im importing the e.ps of it as splines?
Ahh progress!
Trouble is it is slowing things down heaps.
Can I ask, I think when i copied and pasted the pattern I accidently pasted it x4 in itself. How can I delete these unwanted polygons neatley?
richpr
10-09-2003, 09:39 AM
Try Unify Polygons... Try a Merge points too...
And try selecting them by selecting a single polygon and then selecting all connected ones... see if you get all the right ones...
Then you could move the right ones out of the way... to expose the bad copies...
Ive tried selecting one face poly then pressing the ] key to get all connected and deleting. But it deletes the whole part of the door... BUT when I single select 1 poly and delete it, u can see its as if another one is already there.. So u think unify will work? Im such a newbie, a newbie with a dead line thats even worse lol..
What exactly does unify polygon do?
richpr
10-09-2003, 10:27 AM
Well, I wouldn't delete those connected doors straight away. Just move (t) them out of the way, so you can see if there is something else underneath... If there is, select that and delete it. Before you do, check if the moved door/polygons is/are complete...
Unify polygons gets rid of double polygons if they are mostly exactly in the same place... ;) See here (http://www.newtek.com/freestuff/lwhelp/content/025_construct/008_construct_unify.htm)
A bit like merge does with points...
What does your project/deadline involve? Making furniture or a whole house?
Geese did Unify polys ever work LOL, from 189000 polys im down to 23325!
Everything is more optimised now.
Im creating a greek public outdoor bathing shelter, these are the privacy doors. I will post the model when the doors are in..
Feedback is always welcomed.
richpr
10-09-2003, 11:59 AM
Cool... should be nice...!
Holler if you're stuck! ;)
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