CompuServe Thread

#HIDE and UNHIDE

9 messages in this thread
#43138From: MICHAEL CORTESEMay 8, 1993 2:05 PM
To Anyone, I have 2 questions concerning 3dsr2. 1. Is there anyway I can HIDE and UNHIDE objects while rendering a flic. For example: If I was rendering a flic of someone driving, where there are trees on the side passing. As the person passes the last tree and that tree in not in the scene anymore, can you hide it automatically in the Keyframer or somewhere else. Also can trees be UNHIDEN coming from the distance? This way 3ds does not have to work with all those vertices and faces for the objects that are not seen at all. 2. Is there any way to take an object and perform something to reduce the number of vertices and faces, and at the same time, retain its general shape, somewhat? Any suggestions on either question is appreciated. THANKS!!! Mike C.
#43143From: MARTIN G FOSTERMay 8, 1993 4:55 PM
Michael, 1. There is no such capability, but what I have done in the past is stop the rendering at intervals (every 20 frames, for example) and delete everything the camera has just passed and merge anything that needs to be seen in the next 20 frames. Deleting will actually help more than hiding, IMHO, because those faces/vertices/objects don't have to be considered at all anymore. To gain the maximum benefit, delete the faces/objects you don't need anymore, save the animation as a temp project, quit and come back in to 3ds and then your memory will have been cleared out and you will probably require less memory than you did before. This technique can potentially shave many minutes of each field/frame time in big scenes and probably will give better results than just hiding objects since hidden objects still take up memory, too. For more info check the 3ds installation & performance guide re. memory usage. 2. You just need to make several copies of the object in different detail levels and hide/unhide at the appropriate time. A low, medium, and high version would suffice. The low version can be just an outline with simple material, the medium a simple outline with a texture map gleaned from "snapshots" of the final highly detailed geometry, fully textured mapped version. A cross-fade in video post may be necessary to smooth the transition from one to the other. Feel free to ask any more questions. Martin
#43164From: CARL SMITHMay 9, 1993 1:04 AM
Martin- PMJI, just wanted to see if you got my email message. You know, didn't miss it till I needed it. Thanks Carl
#43165From: MARTIN G FOSTERMay 9, 1993 1:24 AM
Carl, yes I got the message and immediately sent the file to you. That was about 2 days ago. However, I sent it to the original ID I had for you which is: 71221,3063. Don't you use that one anymore? If it's no good anymore let me know and I'll e-mail it again.
#43194From: CARL SMITHMay 9, 1993 8:23 PM
Martin- Thanks for sending the timer out so fast. That other id is useable, I just don't get on C$S with it much any more, company time, you know. I really apprieciate the help, I'm am making a backup as soon as I get off of here. Thanks again Carl
#43196From: MARTIN G FOSTERMay 9, 1993 8:33 PM
Carl, glad to be of help.
#43226From: MICHAEL CORTESEMay 10, 1993 8:51 AM
Hi Martin, Thanks for the response. But I do not understand the second answer. I wanted to know, if you were able to take a tree with 30,000 faces and perform something on it to delete, say 15,000 faces, but at the same time retain its general shape, without making one from scratch. Thanks. Mike C.
#43249From: MARTIN G FOSTERMay 10, 1993 1:19 PM
Michael, No there is no routine, that I know of, that will do that once you have the object in the 3d editor. That's why I gave you the information I did. However, if you built the shape in the shaper and lofted in the lofter then you could reduce the steps in the path and in the shape and retain the overall shape or you could simply click on the low, medium, or high path and shape buttons during the lofter's object/make process. Once in the 3d editor then it's WYSIWYM (What You See Is What You Modeled) unless you get into deleting faces/vertices and rebuilding which is quite painstaking and not what you had in mind, I don't think. Martin
#43266From: Aaron WeintraubMay 10, 1993 4:33 PM
Hi Michael, It's true what Martin says about there not being a routine to do what you want, but I just had a thought that might work, depending on the structure of the model. What if you were to select the entire object, and do a Modify/Vertex/Weld on all the vertices? Then, experiment to get your desired results by changing the Weld Threshold option in the options menu. Keep changing, and welding until your face count is low enough. By deleting vertices that are in the same general area as others, the overall shape should be retained. Again, I can forsee problems depending on your geometry, so, more than likely some manual retouching will be necessary. Overall, though, this seems to be a feasible workaround for having to do the whole thing manually. Aaron