CompuServe Thread

3DS HELP

2 messages in this thread
#176620From: A. HollandJun 22, 1995 2:00 AM
As a new user of 3DS, I've encountered some apparent anomalies in the program that beg for explanation from more experienced users: Case 1: After rotating a planar grid or object, I've noticed that all the vertices refuse to stay in a planar alignment. I discovered this effect after very close inspection (zoom . . . zoom) and I'll admit the differences are bordering on microscopic, but I find that this offends my sense of CAD precision. Case 2: I've attempted to correct the problem described above by selecting all the vertices of the object and using the command to "Modify / Vertex / Align" – – and noticed that while vertices were aligned in the plane of the viewport, they were also displaced slightly (or microscopically). I've noticed the same shifting effect when using the command to "Create / Face / Extrude". I suspect that this is a side-effect of the Snap Increment or Vertex Snap setting that I have not been able to comprehend. Case 3: What determines the default scale for material mapping coordinates?? If planar mapping is applied to a new object, without any scaling or other manipulation of the mapping icon, what factors determine the scaling of any particular bitmap texture applied to the object?? Thanks, AJH.
#176754From: David GouldJun 22, 1995 5:14 PM
<<After rotating a planar grid or object, I've noticed that all the vertices refuse to stay in a planar alignment. I discovered this effect after very close inspection (zoom . . . zoom) and I'll admit the differences are bordering on microscopic>> It is not possible to change the alignment of vertices within an object simply by rotating it. 3DS stores the rotation information separately from the vertex information so that what you see on the screen is a virtual rotation of the vertices, i.e. the vertices are rotated for displaying on screen but the actual vertix information that is stored away isn't changed. You're microscopic differences may simply be the result of visual lines on the screen that aren't scan converted to the same pixels thereby giving you the impression that a surface may not be flat. <<I suspect that this is a side-effect of the Snap Increment or Vertex Snap setting that I have not been able to comprehend.>> Maybe you accidently corrupted the object during your explorations. <<What determines the default scale for material mapping coordinates?? If planar mapping is applied to a new object, without any scaling or other manipulation of the mapping icon, what factors determine the scaling of any particular bitmap texture applied to the object??>> By default the bitmap is scaled to the exact same size as the mapping icon. Tiling and scaling the U and V scales can change the size of the bitmap compared to the size of the mapping icon. DaviD "Shadow map is biased against surface acne " GouID