V3 - Zebra Stripes + Environment Maps?

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 From:  Clay
5007.1 
I was searching to see if it's possible to use HDR maps or Zebra Stripes (& comb) in MoI. I came across this thread from 2009:
http://moi3d.com/forum/messages.php?webtag=MOI&msg=2764.1

Have these two features been added to V3?
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 From:  Michael Gibson
5007.2 In reply to 5007.1 
Hi Clay, no those have not been added in to v3 yet. I'm not sure yet if they will end up being part of v3 or not yet, probably new modeling functions will take priority over new display functions like that.

Since v2 though you can set some display options to make a reflective type display appearance which can give you some of the same general effect as a Zebra display, just kind of more subtle.

See these previous posts for some more info on that, look for the "metallic" lighting option which makes a reflective type of display:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3348.3
http://moi3d.com/forum/index.php?webtag=MOI&msg=2843.1

- Michael
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 From:  Clay
5007.3 
Hi Mike,

If you get time to add zebra stripes in, that would be very useful. It would be great to see a real-time renderer integrated at some point. Really useful for 'checking' the model as you're modeling, and for final visuals of course.

Also, any intention to add a 'rotate view around selection' option (edges, faces, object etc.)?
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 From:  Michael Gibson
5007.4 In reply to 5007.3 
Hi Clay,

> If you get time to add zebra stripes in, that would be very useful.
> It would be great to see a real-time renderer integrated at some
> point. Really useful for 'checking' the model as you're modeling,
> and for final visuals of course.

Yeah but actually being able to make the model you want is even more important than just checking it. MoI still needs attention in several surface construction areas like some tools for editing surfaces to have G2 continuity with each other.

So it would generally be kind of weird to put the priority on developing checking functions first instead of actually having modeling functions in place first that would produce the output that you then want to check.

The metallic lighting option that I mentioned above does a pretty good job of checking smoothness already actually - lines of shading in the reflection will be interrupted in that lighting mode in the same way that zebra lines get interrupted in a zebra display mode.


> Also, any intention to add a 'rotate view around selection' option
> (edges, faces, object etc.)?

Is that something that you're used to from a poly modeler?

It's kind of a weird option in a NURBS modeler because in NURBS modeling some edges and faces may be very large and can even span the entire extent of an object. It's not like in a poly modeler where your model is made up of little evenly sized diced up bits.

So because the overall structure of the objects are different things that work well in a poly modeling environment don't necessarily have an exact counterpoint in a NURBS modeling environment.

Just in general it is a good strategy and overall focus for NURBS modeling to have larger sized entities, especially having broad single surfaces for smooth areas.

- Michael
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 From:  Michael Gibson
5007.5 In reply to 5007.4 
By the way re: this part:

> Also, any intention to add a 'rotate view around selection' option
> (edges, faces, object etc.)?

You can already center the view on the current selection by using the Reset button that's on the toolbar at the bottom of a viewport. If you have a selection and you push that button the view will zoom to fit that selected object (whether it is an edge, face, or a whole object) and the center of rotation will also get set to the center of the object's bounding box so any rotation after that will pivot around the object.

So you can use that button now if you want to focus on a particular object and pivot around it.

If you want to pivot around one point in particular like for example the corner of a box, use the "Area" (short for Zoom Area) button on that same toolbar - that will let you pick a point and a zoom rectangle and the view will get centered on the point that you pick and the rotation pivot will be placed there as well.

- Michael
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 From:  Unknown user
5007.6 
Hi Clay,

Just to reinforce what Michael mentioned. I use the metallic lighting option and it does help find malformed surfaces. I also rotate around objects by using the area feature. You just select the item you want and place the rectangular window around it. You can then rotate about that point in space. I have found that if something is not displaying right in MoI then it is also created poorly. So in my experience if it looks good with metallic lighting then it is good. Also, I used to have the Zebra option in Autodesk Inventor and really found it nothing more than an interesting toy. It really didn't help me in any way. But maybe that is just me.

Lastly, if you do find a surface/solid was not created right, you can delete it and rebuild the lines/curves/arcs used to create them. Trying different combinations of points fixes the problem for me. I am now by default rebuilding all arcs with 9 points and that seems to fix all issues I have had in the past, when not rebuilding objects. Sometimes rebuilding circles with 36 points helps me out. Adding points to curves can help too.

Anthony
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 From:  Samuel Zeller
5007.7 In reply to 5007.6 
Aha nice to see my old thread getting a revival :)
It's possible to do even in 3ds Max, I wrote a small tutorial for it @ http://zdepth.ch/tutorial/improving-3ds-max-viewport-quality/

Hope it will make it into MoI someday... It's not "just" for checking curvature, it's also perfect for showing the model to a client !
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 From:  Clay
5007.8 
"Yeah but actually being able to make the model you want is even more important than just checking it. MoI still needs attention in several surface construction areas like some tools for editing surfaces to have G2 continuity with each other."

Of course Michael. Those modeling tools are a priority.

Re: materials/render: The existing materials/lighting are very useful. But having control of photoreal materials/lighting can be extremely useful for numerous reasons. I'm sure that you are a very busy man Michael, and you're doing great, so I hope that this doesn't come across otherwise. I just think it would tie in very well with a modeler that's primarily used for aesthetical design and visualisation.

@DesuDeus that auspecker material is great. That would be a perfect visualisation tool for MoI. I take it that it's not possible to use with MoI? Ps. Nice looking work on your site.

Btw, I'll have to play around with the Area tool more.
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