hi , in some tradicional 3d software like 3d studio max and cinema4d theres a fuction called boolean that enable for example substract areas from a 3d object using another ..... for example if you have 2 spheres , you can use one to substract an area of the second one, you can also add 2 3d object or visualize just the intersection of both objects..... my question is .. is it possible to make something like this in Gem with geos? for example substracting an area of a geo with a second one?
many thanx
yukio yukio_mishima@fastmail.fm
Hello, [pix_mask] might be what you are looking for,
You can find a gem exemples in gem/exemples/04.pix/13.maskDancer.pd
Patco.
yukio yukio_mishima@fastmail.fm a écrit : hi , in some tradicional 3d software like 3d studio max and cinema4d theres a fuction called boolean that enable for example substract areas from a 3d object using another ..... for example if you have 2 spheres , you can use one to substract an area of the second one, you can also add 2 3d object or visualize just the intersection of both objects..... my question is .. is it possible to make something like this in Gem with geos? for example substracting an area of a geo with a second one?
many thanx
yukio yukio_mishima@fastmail.fm
i know pix_mask, but its not the same ...
On Thu, 13 Jul 2006 12:10:53 +0200 (CEST), "patco" megalegoland@yahoo.fr said:
Hello, [pix_mask] might be what you are looking for,
You can find a gem exemples in gem/exemples/04.pix/13.maskDancer.pd
Patco.
yukio yukio_mishima@fastmail.fm a écrit : hi , in some tradicional 3d software like 3d studio max and cinema4d theres a fuction called boolean that enable for example substract areas from a 3d object using another ..... for example if you have 2 spheres , you can use one to substract an area of the second one, you can also add 2 3d object or visualize just the intersection of both objects..... my question is .. is it possible to make something like this in Gem with geos? for example substracting an area of a geo with a second one?
many thanx
yuk
yukio yukio_mishima@fastmail.fm
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On Thu, 13 Jul 2006, patco wrote:
yukio yukio_mishima@fastmail.fm a écrit : hi , in some tradicional 3d software like 3d studio max and cinema4d theres a fuction called boolean that enable for example substract areas from a 3d object using another ..... for example if you have 2 spheres , you can use one to substract an area of the second one, you can also add
Hello, [pix_mask] might be what you are looking for, You can find a gem exemples in gem/exemples/04.pix/13.maskDancer.pd
Excuse me. What's the link between what you suggest, and what was asked?
_ _ __ ___ _____ ________ _____________ _____________________ ... | Mathieu Bouchard - tél:+1.514.383.3801 - http://artengine.ca/matju | Freelance Digital Arts Engineer, Montréal QC Canada
Mathieu Bouchard matju@artengine.ca a écrit : On Thu, 13 Jul 2006, patco wrote:
yukio a écrit : hi , in some tradicional 3d software like 3d studio max and cinema4d theres a fuction called boolean that enable for example substract areas from a 3d object using another ..... for example if you have 2 spheres , you can use one to substract an area of the second one, you can also add
Hello, [pix_mask] might be what you are looking for, You can find a gem exemples in >gem/exemples/04.pix/13.maskDancer.pd
Excuse me. What's the link between what you suggest, and what was >asked?
Hello, I was confusely thinking that we could try to replace an area of a geometrical object with another with modifying the texture of both, and assembling them, or adjusting the alpha values for doing a similar effect. But I've seen through some tests that this is maybe too tricky (for me at least and others certainly...), and thought after that there might exist easier solutions, like the one suggested which uses openGL functions dynamicaly.
Also, the GEM shortands are often cpu wizer than many openGL fiddlings, some GEOs has just to be reviewed in my perspective,( but I might be wrong again) to be a lot more usefull for 3D animating, like [polygon] or [curve3D] and having the possibility of interpreting vertices list from .obj files to put the points coordinates of these objects, still dynamicaly, but cpu wizer than triggering with [gemhead] an [until] that bangs an huge list of vertices and faces coordinates (and I didn't see the interest of doing it in fact).
Patco.
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On Fri, 14 Jul 2006, patco wrote:
I was confusely thinking that we could try to replace an area of a geometrical object with another with modifying the texture of both, and assembling them, or adjusting the alpha values for doing a similar effect. But I've seen through some tests that this is maybe too tricky (for me at least and others certainly...),
Hello. If I have a ball and I remove a cube out of it, properly offset so that the result is a half-ball, then merely retexturing a sphere (the surface of a ball) can't get you in any way to the surface of a half-ball, because the surface of a half-ball isn't a half-sphere or any subset of a sphere. What's missing is a disc (filled circle) put exactly where the half-ball was cut, in order to close it.
_ _ __ ___ _____ ________ _____________ _____________________ ... | Mathieu Bouchard - tél:+1.514.383.3801 - http://artengine.ca/matju | Freelance Digital Arts Engineer, Montréal QC Canada
Hi yukio, The short answer is no gem does not do booleans, though there maybe some work arounds. I wont try to talk you out of booleaning as a dirty modelling practice, but instead will tell you that gem is better as an animation tool. Therefore, I suggest that you created some lowpoly models (my preference is using Maya), and then import them into gem as .obj files using the [model] object. Does anyone have experience with importing object textures in gem for there obj's? It would save a lot of time over texturing with [pix_image].
B~ www.cypod.co.nr
On 7/17/06, beau c cypod25@gmail.com wrote:
Hi yukio,
(.......................)
Does anyone have experience with importing object textures in gem for
there obj's? It would save a lot of time over texturing with [pix_image].
In doc/5.reference/Gem/model.pd, we can see that sending the message [material 1< might do what you want. No ?
hi,
On Jul 13, 2006, at 5:33 AM, yukio wrote:
hi , in some tradicional 3d software like 3d studio max and cinema4d theres a fuction called boolean that enable for example substract
areas from a 3d object using another ..... for example if you have 2
spheres , you can use one to substract an area of the second one, you can
also add 2 3d object or visualize just the intersection of both objects..... my question is .. is it possible to make something like this in Gem
with geos? for example substracting an area of a geo with a second one?
...what your looking for is called "constructive solid geometry" (1),
and it's not natively supported in GEM: in general, GEM's strengths
are not as a traditional "modeler"...GEM allows fairly low-level
access to 3D OpenGL operations which could be used to create your own
CSG patches, but you'd have to do the math for the primitives and
intersecting in pd, and then use GEM to upload the vertices and view...
james
Hi,
A good idea would be to make a library of Gem abstractions using openGL functions, dynamic objects creation and the [repeat] and [any] objects.
Then, we could use lists of 3D vectors, do arithmetics on them, and render it at the end of the chain.
Such a library could be named extensions/dyngems. Any people in the room wants to work on this ?
heya,
On Jul 13, 2006, at 11:40 AM, Alexandre Quessy wrote:
A good idea would be to make a library of Gem abstractions using
openGL functions, dynamic objects creation and the [repeat] and
[any] objects.Then, we could use lists of 3D vectors, do arithmetics on them,
and render it at the end of the chain.Such a library could be named extensions/dyngems. Any people in the
room wants to work on this ?
...I totally agree, to the point of already having started: this was
the idea behind the "shapesynth" I presented at the first pd-conv 2k4:
http://puredata.org/community/projects/convention04/lectures/tk-tittle/
...since this was done before the new list features of pd 0.39+, it
needs to be updated (and I don't know how many times I've said I'd
commit it to the sf.net abstractions...) Also, there was a bug with
the 3dmouse abstraction, where nothing would be displayed after
"start rendering" until there was a mouse click in the window...
...just a coupla days ago I started to merge the long dormant
vertex_array code that was started by cgc, and enhanced by
IOhannes' [vertex_tabread] comparatively recently...currently
extremely undocumented, but at least my effort's currently directed
there atm ;-) I'll send an example patch later today: got a few
meetings in a bit...
james
This is about 2 years old I guess, and it's not open source. But I just found out about it last night and it's very cool. It's a procedural synthesis engine for writing graphics demos. http://produkkt.abraxas-medien.de/werkkzeug1 I thought the look and feel was vaguely PDish, which led me to wonder if PD is capable of this sort of thing or not (i've never played with GEM).
On Thu, Jul 13, 2006 at 11:40:40AM -0400, Alexandre Quessy wrote:
Hi,
A good idea would be to make a library of Gem abstractions using openGL functions, dynamic objects creation and the [repeat] and [any] objects.
Then, we could use lists of 3D vectors, do arithmetics on them, and render it at the end of the chain.
This is possible, but so far seems to be too slow for even slightly complex models with lots of geometry. I think the limitation is probably the speed at which Pd lists operate, but this is just a hunch and I have no metric to back it up.
Best,
Chrs.
chris@mccormick.cx http://mccormick.cx
Hello I've made a patch that creates GEMglvertex3f dynamicaly, it's attached, and needs a little fix I didn't have time to do (it's about attributing default coordinates). Do you think it's a good idea? Anyone did this before? In other words, am I loosing my time with making these kinds of abstractions?
Patco.
Alexandre Quessy listes@sourcelibre.com a écrit : Hi,
A good idea would be to make a library of Gem abstractions using openGL functions, dynamic objects creation and the [repeat] and [any] objects.
Then, we could use lists of 3D vectors, do arithmetics on them, and render it at the end of the chain.
Such a library could be named extensions/dyngems. Any people in the room wants to work on this ?