CompuServe Thread

Shape Counter Limit

24 messages in this thread
#182450From: Terry MillerJul 27, 1995 10:28 AM
Anyone, Here's the first of many. When trying to add another shape on a refined path in the lofter, I get "Shape Counter At Limit". I went into 3DS.SET and doubled the Shape-Max from 500-1000, and it let me put in one more shape. Then, the same error. I cannot optimize because the shapes on the path are disimilar. Am I even looking in the right place for the answer to this? BTW, the project I'm doing is using a lot of boolean sculping. I've been following the thread about all the trouble people are having with that. So, this is probably the first of a zillion, "what do I do know" questions. <g> Thanks, Terry
#183207From: Ted BoardmanAug 2, 1995 10:52 AM
>> Shape Counter At Limit" << Terry, that's not the error message I get when I have too many vertices in the shape, so SHAPE-MAX won't help. How many shapes and verticies do you have in the shaper? -Ted Boardman !^NavFont01F000DMGJHG^MG`HGA1EEED
#183228From: Terry MillerAug 2, 1995 11:46 AM
Ted, I don't know how many shapes and verticies I had at the time. The message appeared in the lofter as I was trying to refine the path. I have started the project over now, and haven't seen the error again. Here's another question, if you've got a minute. I am trying to assign reflective properties to non-spherical objects. Basically I see two things. When I assign these to an object that was lofted from a quad with rounded corners, I just get the reflections from the rounded corner areas. This happens if I use spherical or cylindrical mapping. There is another object that was lofted from a multiple sided shape with all curved lines. When I apply a chrome material to it, only the edge that was paralell to the path will have the material on it. The flat sides (the ends, which would be open if I didn't cap ends) just have a dull mud color on them. I'm sure there must be an easy fix for this that I'm over looking in the books. Anyway, I appreciate the response to the shape counter thing. Thanks, Terry
#183369From: Ted BoardmanAug 3, 1995 8:18 AM
Terry Using Automatic Flat Reflections is the only way to get reflections from a non-curved surface. Review the R4 tutorial on page 12-30 and apply the method to your flat faces. Good luck with the project. -Ted Boardman !^NavFont01F0007MGHHGAC38F9
#183477From: Terry MillerAug 3, 1995 7:25 PM
Ted, Thanks for the reply. I'm going to try the procedure on page 12-30 again. I'm assuming that I need to detach the selected faces and change the mapping type to planar before applying the material? That could be tricky on some of these objects. Anyone got a cheap used electron microscope for sale? Thanks, Terry
#183551From: Ted BoardmanAug 4, 1995 8:05 AM
Terry You don't nessarily need to detach the faces, just be sure to assign the flat refl material to those faces last. As an aid to selectiing the correct faces you could select as many non-flat faces as you can and Display/Hide those first. Good luck -Ted Boardman !^NavFont01F0007MGHHGCF0E3E
#183555From: Terry MillerAug 4, 1995 8:53 AM
Ted, Thanks. I went back and reviewed the tutorial and made the little cage over chrome vase. I think I've got the reflections down pretty good now. But, in the process took a step backwards. Now, I have trouble with the material itself. I'm using Tim Wilsons "Humanoid Gold" on the practice render. How ever I light the object, the flat faces will have no specular highlights. They will also appear a very dull brown as opposed to the bright, polished look the rounded corners have. I tried detaching the faces, going to planer type on the mapping (if mapping is even neccessary for this) and applying the material, same thing. If I render real close, it looks as if the flat face is recessed into the object. Looking at the mesh, this is not the case. Also, if I render a view that has a large curved surface facing me, it will appear polished. If I change the view to where this same side is seen at an angle, it takes on that dull brown color. In all the views there is a very defined line between the curved faces and the flat, with the two different looking colors on either side. I am not rendering a camera view, or altering the lighting, just changing and rendering the user view. I'm pretty confused at this point. I know I could use a different material and get the look I want on all surfaces. I just hate to start compromising this early in the game just because it gets tough. Any ideas on what's happening with the material? Any idea what I'm talking about? <g> Thanks, Terry
#183602From: Ted BoardmanAug 4, 1995 1:31 PM
One thing to keep in mind is that the Auto Reflections must have something to reflect. I often put flat panels behind my camera with a strong light and face normals pointing toward the object. This gives the surface something to reflect back. Reflection maps don't require mapping. I'm not sure if it will help, but try using a camera and dollying way back with a telephoto lens (200mm or larger) and try adjusting the perspective to flatten the scene more if necessary. It's often hard to judge where you are in space with a user view. Don't forget Lights/Spot/Place Hilite, either. If the problems persist and you aren't under a severe deadline, email the prj file to me after Siggraph and I'll see what I can do to help. Are you going to Siggraph? -Ted Boardman !^NavFont01F0007MGHHI696DEB
#183686From: Terry MillerAug 4, 1995 11:47 PM
Ted, I thought about having something for the object to reflect, so I just built a cage around it for that purpose. I like your idea about having something behind camera better though. I did however, forget about Lights/spot/place highlite. I will try experimenting with that next session. Thanks for the offer to look it over for me. Very generous, but I wouldn't want to impose that much. I thought about Siggraph, but decided not to go. Just being a few weeks into the learning curve with all this new gear, I hate to break the momentum. I'm staring eyeball to eyeball with a bookshelf full of tutorials, and the first one to blink dies. Thanks again for all the help, ideas, and offers. Terry
#183690From: John SchmidtAug 4, 1995 11:57 PM
Terry, >> I'm staring eyeball to eyeball with a bookshelf full of tutorials, and the first one to blink dies. GGGGGGG! John
#183819From: Tim Krego, [pro.image]Aug 6, 1995 10:25 PM
>Just being a few weeks into the learning curve with all this new gear, I hate to break the momentum. I'm staring eyeball to eyeball with a bookshelf full of tutorials, and the first one to blink dies.< I have the same problem, 5' stack of manuals to go through. Kinda tough when renders can take a while. I have the same problem with reflections on a flat surface, everything looks great when moving. I have the 3DSR3 and R4 SIGGRAPH tapes and there is plenty of stuff to study. I'm thinking about looking at some more 3DS books.
#183862From: Terry MillerAug 7, 1995 12:47 PM
Tim, >>Kinda tough when renders can take a while<< I've been pretty fortunate so far in that area. I went from a 486/33 with 8MB Ram to a dual Pentium 100 with 128MB Ram. I'm rendering in 30 seconds things that would have taken 4 hours on the 486. <g> From what I can tell, when 3DS goes NT, then I should be able to take some advantage of the dual processor and get even more speed. And, I guess the 32 bit enviroment will help too. >>I have the 3DSR3 and R4 SigGraph tapes<< What are those? I have the Digimation series tapes. I had the tapes a few weeks before I got 3DS, so they gave me a good jumpstart. I am looking for a few books myself right now. One called "Tips and Tricks" and another, "Special Effects". If you know off hand, where I could order them, I would appreciate the info. The bookstores around here are pretty useless, but that's what you trade off I guess when you move to a "Hooterville" type town. <g> If you don't already have these, "3D Studio Applied" with the R4 suppliment is pretty good, and "Inside 3D Studio" is good to have around for reference. Terry
#184667From: Michele BousquetAug 12, 1995 10:39 PM
Terry, I think I know what you're talking about with the reflection problems. If you put a Reflection map on a flat object, you don't get much in the way of excitement. It always ends up looking pretty flat. I ran into this problem earlier this year when I modelled a factory interior with lots of I-beams. The client wanted them all to look shiny and new. I put REFMAP.GIF on them at around 50% with high shininess, to no avail. Then I hit on the idea of giving them a little bit of bumpiness to pick up the shine. I put CEMENT.CEL as a bump map at around 5% and put cylindrical mapping on each I-beam. I used six omni lights at low settings and played around with their positions. After some trial and error I got some very chromey-looking I-beams. I suggest you at least try using CEMENT.CEL on your object. You probably don't want bumps on your object, but in my case the object didn't really look all that bumpy, it just looked shiny and new. You can also draw your own reflection map in a paint program. Start with a black screen and draw white streaks on it. You can also try gold streaks if that's what you're after. A little experimentation is in order. I suggest you make a bunch of reflection maps with varying amounts of black and white, streaks and blobs etc. Make five or six and save them to different names. Then go to 3DS and make a material for each reflection map. Make six copies of your object and assign the materials, and render them all in one view. This will give you an idea of what direction to take. There are no magic answers, just sweat and persistence. <g> Michele
#183739From: Terry MillerAug 5, 1995 8:14 PM
Ted, I got the look I was after, thanks to you and Alan. I appreciate the time you took to offer your help. The object behind the camera was a big help, one I would not have thought of. Using different camera and lighting configurations to test render is helping out in more ways than one. Thanks a lot, Terry
#184920From: Ted BoardmanAug 14, 1995 1:01 PM
Glad it worked for you, Terry. I'm just back from Siggraph, interesting things to come!<g> -Ted Boardman !^NavFont01F0007MGHHG4DBFB2
#184926From: Terry MillerAug 14, 1995 1:21 PM
Ted, It is working fine, thanks again. Interesting things to come indeed. The future looks pretty exciting and challenging at the same time. It don't get much better. From what I gather reading some of the messages here, Siggraph will be in my neck of the woods next year (I'm about 50 miles from New Orleans). I won't miss that one. Terry
#183609From: ALAN IGLESIASAug 4, 1995 1:57 PM
Terry, in addition TedB's advice, let me tell you af another approach. Because (spherical) reflection maps depend on the face normals' ability to sample the RefMap, flat faces often look dull compared to their curved counterparts. The flat face's single, perpendicular normal just doesn't sample much of the map so often the effect isn't very "shiny" looking. To get around this, make another, much "busier" refmap (I often use granite.cel as a basis for this) with the same basic color scheme as your original one. Apply this new map to the flat faces only, and you should start getting the shiny look you want. Hope this helps, -Alan PS -My appologies to everyone who has had to read this tip too often!<g>
#183687From: Terry MillerAug 4, 1995 11:47 PM
Alan, Thanks, I knew I had read this before somewhere. I searched on your name in the files of threads I have, and found your answer to someone else. By keeping the same color scheme, do you mean use the same material, and just change the reflection map at the bottom to granite.cel? Btw, sorry, I was looking at morphs last night, and I'm afraid I wrecked your Chevy up pretty good. Terry PS -My apologies to everyone for being another newbie to *ask* for this tip too often. <g>
#183716From: ALAN IGLESIASAug 5, 1995 11:23 AM
What I mean, Terry, is to take the "busier" map, granite.cel in this case, bring it into a paint program and try to match it, color-wise, to the original map. This is so the reflection on the object itself looks as consistant as possible between curved and flat faces. Let's say you were using a blue sky/cloud shot for your Refmap. I would add blue values to granite.cel so it is not so different from the original. Another way to approach this is to take your original Refmap into a paint package and "busy it up" by cutting the more detailed parts and pasting/repeating them over less detailed areas of the image. This ensures a consistant color and luminance value for your overall reflected effect. I've had *very* good results using this technique. Sometimes, you may find that just using the busier map for the RefMap on the entire object works out well. The bottom line is that, the more detail in your Refmap, the more "highlights" you are going to see on flat faces. Good luck, -Alan
#183738From: Terry MillerAug 5, 1995 8:14 PM
Alan, I tried it, and it worked like a charm. I know now what the missing piece of the puzzle was. I see that I did not have a real clear picture of how these elements in the materials editor work together. Thanks to your last, I think I now do. Anyway, I've got the look I was going for and can now predict what I will see as I change things around in the materials editor. Thanks Alan, I appreciate the help, Terry
#183820From: Tim Krego, [pro.image]Aug 6, 1995 10:25 PM
>PS -My appologies to everyone who has had to read this tip too often!<g>< Some of still have to learn, thanks much.
#184524From: ALAN IGLESIASAug 11, 1995 8:56 PM
That's good to hear, Tim. Thanks for letting me know, -Alan
#183216From: Brian Rudolph [Adesk]Aug 2, 1995 11:11 AM
Terry, Shape Max is a variable for the 2D Shaper, not the Lofter. I think the 3DS.SET file entry you want to look at is MOD-MAX. ;Maximum number of shapes in memory in the 3D Lofter. ; Range is 1-500, default is 32 MOD-MAX = 32 -Brian
#183234From: Terry MillerAug 2, 1995 12:30 PM
Brian, Thanks a lot Brian, I will look at that. Terry