#HELP – Complex labelling
21-Dec-93 22:06:05
Sb: #72864-#HELP – Complex labelling
Fm: ALAN IGLESIAS 70262,1240
To: James Tichenor 71055,26
Hello James,
For what it's worth, here's how I usually approach this sort of thing:
When you consider that Texture maps have a filtering factor, and also consider
that r3's anti-aliasing is second to none, I often use *geometry* whenever I
can, intead of texture maps. I would create the labels in the Shaper and do a
Create/Object/Get Shape in the Editor. The "labels" now live as their own
entities, and can be "applied" and moved around at will, *always* rendering at
the highest possible clarity. As this can sometimes run into lots of vertices,
be sure to keep the polygon count low in your fonts. The fonts that come with
3DS are designed to be as simple as possible.
One of the great things about this approach is the ability to use materials
freely on the seperate labels. For instance, if the label is backlit, you could
use a self-illuminating material. The possibilities are pretty endless.
When "applying" these labels, you should be able to bring them up to a .05 of a
world-coordinate or so to the main object before the renderer gets confused
about the co-planer faces that are inherent with this approach. At rendering
time, the labels should look as though they are silk-screened right on to the
stereo.
Have fun,
-Alan Iglesias