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Full Version: Convert model from perspective to front view

Show messages:  1-16  17-31

From: BurrMan
26 Mar 2022   [#17] In reply to [#16]
Hi Elang,
"""""""The thing is: in the final result (front view), the building has 'the same height' from left to right, while for it to be seen as 'correct in perspective' the leftmost part should be somewhat shorter than the right one. """"""

Ah, i get it....

Not just a perspective emboss or relief but the model itself to actually be skewed.

I'll see if i can do that result in a bit.
From: BurrMan
26 Mar 2022   [#18] In reply to [#17]
So maybe this....




I have included the 2 surfaces i used to flow. you can just copy and paste them or import into your model to be ready for flow.

Select model. then flow from square to perspective shaped surfaces.

I am not a projection specialist. The "Perspective surface" was created by me by drawing the lines. Maybe Michael or someone who is familiar can discuss drawing the trapezoid shape as an exact "Perspective".

Attachments:
flow surfaces.zip

Image Attachments:
perspective model.jpg 


From: BurrMan
26 Mar 2022   [#19] In reply to [#18]
For your flow issue. I dont think it likes a closed curves for a curve to curve flow.

You can create surfaces in that condition.

A simple planar surface wont work here. you need to make a surface with some parameters. I used sweep to generate the 2 surfaces I have attached. Turn on points for those surfaces to see the difference between a planar surface and a swept surface.
From: Elang
26 Mar 2022   [#20]
Hi BurrMan.

Thank you very much!.. I'll check out and study the file you've attached soon.

Sincerely.
From: Elang
26 Mar 2022   [#21]
Got it to work now... thanks, BurrMan !




Now is the time to work with the real model. :)

Image Attachments:
2022-03-27_074806.png 


From: BurrMan
26 Mar 2022   [#22] In reply to [#21]
Alright!!

I have been fooling around with your model. Attempting to turn it into a solid. :o

Have fun!
From: Michael Gibson
26 Mar 2022   [#23] In reply to [#21]
Hi Elang, I was experimenting with a potential new ViewProject command for v5, is this the right kind of thing? :

https://moi3d.com/temp/Elang/Gedung%20Dakwah%20Muhammadiyah%20Gresik_projected_3dm.zip

- Michael
From: Elang
27 Mar 2022   [#24]
Hi BurrMan,

I just realized that we still have to work around the scaling (please forgive my English): so, for the arches, the nearer it is then the wider it should be. i.e.: the leftmost arch should be the narrowest compared to the others, and the rightmost should be the widest. I believe that I have to flow-deform the model once more (after narrowing the leftmost part) to achieve this... One step at a time.



Hi Michael.

That's very close to what I'm trying to achieve, expect for it to become a relief, the 'back part' of the model should be flat and aligned to the origin axis like so:



Please focus on the front and right views. All of its parts need to be extruded (based on the current Top View) along with the Z axis to the construction plane. So, the final model should be a single solid which qualified to be called as relief (that's what my 'client' said, and he is my little brother ^^)

Oh, and it is great if such a feature is added to the V5!


Thank you very much guys, for your help and attention.

Image Attachments:
2022-03-27_190636.png 


From: Michael Gibson
27 Mar 2022   [#25] In reply to [#24]
Hi Elang,

re:
> That's very close to what I'm trying to achieve, expect for it to become a relief, the 'back part' of the
> model should be flat and aligned to the origin axis like so:

I don't think it's possible to achieve that just using a perspective projective matrix transformation as is being done here.

To produce geometry like you're describing I think that after the perspective projection you would need to generate silhouette curves and then extrude those silhouettes down to the base plane, like described here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=10568.6

It's probably better to do it using a depth map rendering + height field approach or zbrush where there are specific tools for it.

- Michael
From: BurrMan
28 Mar 2022   [#26] In reply to [#20]
Made a solid out of your model. It took some work, but succeeded!

Image Attachments:
to solid.jpg 


From: Elang
28 Mar 2022   [#27]
Michael,

Understood completely. We still have to do quite works to achieve the wanted result.
However, I have a feeling that it could be a fine feature addition for v5, so please included it.

Thank you.



BurrMan,

Nice and thank you! I know I was clumsy at many points in building the model. I don't have the building drawing plan, so it was modeled with google images as references.
From: pixelhouse
29 Mar 2022   [#28] In reply to [#27]
Hi @all

I have tested out the workflow I posted in this thread.
I have created a volume with cinema 4d and exported this as an obj -> import to ZBrush to render a depth map (make sure the document size is big enought 2048x2048 or 4096x4096...)
Load the depth map in the alpha for the brush. Set the brush to DragRect. Create a plane and subdivide seven times. Drag the image with the brush out of the center of the plane.

The volume creation in cinema need a lot polygons to get fine details. In my case I have 2.400.000 Polygons. But I thik, take more for a better result.

The result is the following





Image Attachments:
screenshot01.JPG  screenshot02.JPG 


From: BurrMan
29 Mar 2022   [#29] In reply to [#28]

I brought my 3dcoat model up to 9 million poly's and still had issues with some detail.

The disparity in size from overall size to detail is great.

Probably best to just model this in poly's from the start if the intended result is to use it this way...


From: Elang
29 Mar 2022   [#30]
Hi PixelHouse, that's pretty clean and neat model !

BurrMan,

That was my first thought. But knowing my lil brother, he tent to change his mind so I decided to model the 'real one' in case he wanted to change the perspective view.
From: pixelhouse
29 Mar 2022   [#31]
Yes, the problems are the small details like the decoration grid. In my case thie grid isn't square, its more smooth and rounded.
The stair railing is another problem that can be solved also with more polygons.

I think Blender have the possibilities to do this job too, but my experience in Blender are to limited to show a way to do this in Blender.

Thank you Elang :)

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