#Backface 3D Studio
6 messages in this thread
Michael:
I see what you mean… problem is, I don't have a 21" monitor to keep all the
lines that you would be dealing with clear… Mine would look something like a
spider's web <grin>.
I think your idea would work… I generally create a 'modular' set of surfaces
that I can map my materials to so that I can check to see if everything is
working the way I want. Some people want the Materials editor to do this, but I
think that it is best to just create a 'studio' of components, lights, etc.
that you can use as a 'test room'.
C#
Hi Craig: >>a spider's web <grin>.
Ya, I know what you mean. I don't have a big monitor for HiRez either but then
I generally don't run the 3ds in anything higher than 640×480 anyway just to
minimize the redraw time. But I will say that when it comes to working on a
model I tend to zoom around alot. Now hear is a feature about the ACAD
interface I would like to see incorporated in 3DS. The ACAD zoom command has a
zoom/previous function that allows you to jump back to previous views which is
very handy on a large model. I find the zoom in and out icons in 3DS handy but
so many times I just want to zoom in then back to the view I just had. Or two
views past. So when the issue is tracking down vectors, faces, and points be
they maps or otherwise the ability to move quickly around with as few commands
as possible becomes a premium software feature that shouldn't have to mediated
by hardware resolution issues. Of course we like faster and sharper interfaces
but the price trade off tends to dampen the fun.
>>Some people want the Materials editor to do this
Could you explain how these controlled mapping functions might work through the
Materials editor?
Mike
Check out the Save Current viewport and Restore Saved viewport commands in the
Views dropdown menu. They'll do the job…
– G
– G Great! Thanks for pointing those Save and Restore Current viewport
commands.
Mike
Mike:
I don't think that they do work… nor can they, unless you are able to create
a scalar relationship between the sample cube or sphere and the map. That's why
I say it doesn't do any good to run the mat editor in high res for many
applications… you have to go look at the material in the render view, anyway,
so why waste time waiting on repaints at high res.
C#
Craig, I have lost track of where I am in this conversation I'm afraid.
Sorry, Mike