#Pixel 3D
13 messages in this thread
I think it's the reality of Pixel Pro. You can't squeeze blood from a
turnip… a screen-resolution bitmap has only so much accuracy in it, and
"tracing it" implies a certain amount of fudging to smooth out things that
might be curves, except this same approach on areas that your eyes and mind
think are corners causes the glitches you describe. I've talked with many
people who say they spend a lot of time cleaning up the output of Pixel in
order to make it usable for rendering. Have you tried calling Axiom technical
support?
No, I haven't called Axiom yet. I'll give them a buzz. Thanks for the
help.
James, I might be of some assitance here… after spending many hours with
Pixel Pro producing 10 logos from BW scans… I've found some tricks that make
the program very useful.
First, import the monochrome bitmap into Pixel Pro with smoothing, beveling,
etc OFF! You will then have an object with a point plotted in every corner of
the outside pixels. It's from this thing that you will begin to hack away at
the jaggies with ONE smoothing algorithm at a time.
Next, pop up the smoothing requester and forget about the silly Small, Med and
Large buttons. (I'm working from memory here so forgive the lack of detail.)
The parameters in the middle of the requester are used for several smoothing
algorithms at once. Try using only one algorithm at a time by setting the
parms for the unused ones to zero or -1. To get the maximum quality – study
carefully what each algorithm does and the parameters involved in the manual –
the confusing part is trying to combine the effects! But we're not doing that
here so things should be a little more streight forward.
If the first method you chose doesn't work right, undo it and try different
settings or a different algorithm – but never use more than one at once – if
you don't, you won't know what the heck happened.
Also (this is pretty important), only operate on selected points instead of all
of the points (this means, of course, you'll have to select them). This comes
in handy when you're using the angle difference algorithm. Deselect the points
on corners – the run length will not be included here so sharp angles will not
magically dissappear.
Invariably some manual cleanup is neccessary – but I've yet to have to place
individual points…. only select ones that shouldn't be there and delete them.
Keep in mind you can use many of the smoothing algorithms to clean up small
sections. For instance – resetting curves on letters.
Key things to remember: Use only ONE algorithm at a time, rely heavily on the
UNDO button, work in small sections until you are absolutely certain what each
technique does.
Oh, some more hints: If you move the object back and forth between LW and
Pixel for editing – you're making it more difficult on yourself. Pixel seems
to need pionts in a certain order. If you cut and paste points in LW modeler
and go back to Pixel – you may find yourself in the twilight zone.
I hope this helps. If you need further help… I'll try to repond within a
few days or so… I don't get on CIS every day (I'm not rich). About beveling
– now there's some real tricks! (but that's another story). I want to
encourage you to persist in your attempt to understand the algorithms – The
forthcoming upgrade will see Postscript importing so you can use another
program (ProDraw maybe?) to trace your bitmaps and clean the B-splines and then
import to LW or Pixel (but that upgrade won't be available for a few months
according to Axiom).
Study hard and have fun.
Mark, thanks alot for some terrific advice on Pixel Pro ! You saved me a
lot of time. I was about to throw up my hands. I appreciate the insights.
Your most welcome. It so happens that I had to do some Pixel-ing the same
night I posted the message. I was reminded of just how frustrating it can be.
Good info, thanks.
I have a 68040 with 40 megs of RAM. Why does it take 14 hours to do a
bitmap extrusion? It was a simple object, really doesn't make the undo all
that special.
–Paul < Motorola Inside >
I have no clue Paul. I typically pull in mono bitmaps of 150dpi or so. I only
have 10Meg and I'm running a 3000. 14 hours?
Good info on Pixel 3-D!
Have you considered writing an article for VTU based on your experiences??
I've seen a couple of articles on Pixel Pro in some mags, but they were
virtually (no pun intended) worthless for the most part.
My main complaint with the new Pixel Pro that I bought, is that if I don't do
some serious fiddling with the params, an imported logo (monochrom) comes up
looking incredibly distorted. The OLD version of Pixel Pro that I have doesn't
have the same problems.
Arrrgh! Sometimes, I HATE these damn computers!
P.S. As I write this, I have the freebie "Pixel Boy" T-Shirt on. But I DON'T
wear it out in public! I have a thing about not perptuating the "compu-nerd"
sterotype! :->
Regards
Luke (Pat) Montgomery "REAL" E-mail: compvid@tyrell.net
CompVid Computer Video Graphics Services CompuServe: 70274,2177
Greater Kansas City Voice: (913) 780-0222
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There's no place like home… There's no place like home… There's no…
John,
Will Interchange read in EPS file created on a Mac or PC and convert them to LW
objects of any type (2d or 3dextrusion)?
Brian
No, we don't handle EPS yet. And I suspect you'll be disappointed with any
program that claims to be able to do that. To do that, you need to implement a
full-blown PostScript interpreter. This is quite tough to do right.
My new copy of Softwood's Final Writer imports EPS files, shows them to me
on screen in color (not just a big X-box), lets me resize 'em, and prints
them out either to a Postscript or non-PS printer. Not bad for a thrifty
little word processor. OTOH, EPS files created in ProDraw apparently don't
import, since Gold Disk apparently did something to tweak the EPS files
its program creates.
The next version of Pixel 3D pro will support EPS files. It has a full
postscript interpreter.
JG
This doesn't invalidate what I said… EPS files can include previews, and
within the subset of PostScript known as EPS, there's a standard EPS format
called "Adobe Illustrator" files. These are even easier to interpret than EPS
or PostScript. Perhaps they tried to process Pro Draw files the same way, by
handling the subset of PostScript used by a particular program. It's entirely
possible they've integrated any one of the publically available PostScript
interpreters. Converting generalized PostScript to 3D is an entirely different
problem than printing to a screen, in either case.