CompuServe Thread

#Metaball Tips

29 messages in this thread
#185838From: Terry MillerAug 18, 1995 10:55 AM
Ok, here's my rookie question before I call it a day and a half. How DO you keep the face count down when using Metaballs, and still keep a reasonable level of detail? The mesh I am trying to create has the smallest sphere scaled to 5% of the largest one. Is this over some kind of limit that Metaballs has? The smaller spheres are like toes on a foot. With 96000+ faces, the face size is still to large to keep the toes from all blending in together. I read that 3DS has a 64,000 face limit. What happens when you exceed that? I've rendered over 100,000, and get no errors, or anything obvious on the image. The last render, I checked "Simplify Mesh", and the face count was still over 96,000. I usually do everything with the unit setup in the architectural mode, does this make a difference? On that note, if you merge meshes that were created in different setup modes, will that cause a problem? The way the program defaults the mesh to the name META and the material having to be named METABALL, is there a way to have more than one MB object in the same scene? Thanks, Terry
#185939From: sanford kennedyAug 18, 1995 10:28 PM
Terry, In the Digimation version of metaballs you can have more than one metaballs object in a scene. You can also have many sub groups. The face count goes way down if you convert the metaballs to a mesh object, run optimize and then run the animation using bones. Of course the object will no longer "flow" like a liquid at this point. What kind of object are you trying to animate? Take a look at the Scripting library and read about what some people are doing with metaballs and keyscripting. This might be the way to go. Sanford
#185962From: Terry MillerAug 19, 1995 7:56 AM
Sanford, I have the v. 2.0 upgrade on the way, and it is my understanding that it does multiple objects in a scene. Besides, I'll probably be going with Organix soon anyway. >> The face count goes way down if you convert the metaballs to a mesh object, run optimize and then run the animation using bones. << I guess I am going to have to experiment a little more with optimize. I had tried it earlier on a few things and found it did not work as I thought it would. I was under the impression that it would take the face count down as low as it could without changing the details of the mesh. I learned however, that it would take the face count down to one if I insisted by doing it over and over. Of course, this changes the details of the mesh considerably. <g> I guess I just have to find a comprimise somewhere. The object I am working on now, is an organic shape (a little booger monster of my on creation) animated with bones. I talked with Murph yesterday, and have Meshpaint on the way. Maybe with that I can paint in some detail instead of using a zillion reference spheres to get it. I will check out the library you mentioned. I read Kyle's article about making his face hugger, and that was a big help too. I also want to download seez.zip (I beleive that was what it's called) to work with mespaint. Would you happen to know where that is right off hand? Thanks a lot for the advice, I can use all the help I can get. Terry
#185964From: Jonas Ruikis [ADESK]Aug 19, 1995 8:18 AM
Hi Terry, <<..seez.zip?..>> Please download… File Info for SEEZ.ZIP Section: IPAS Usage Contributor: 76702,413 Size: 24924 Submitted: 11/9/94 Type: Binary Accesses: 623 Title: Zbuffer IPAS IXP plugin for 3DSr4 from Yost Group Keys: SEEZ ZBUFFER ACCESSOR IPAS IXP REQUIRES 3DSR4 YOST GROUP This zip file contains SEEZ.IXP, a public domain IPAS routine by Tom Hudson of the Yost Group that will let you access the z-buffer inside of 3DSr4 for interesting compositing effects in the Video Post system. It also includes the source code for the routine (SEEZ.C) for IPAS developers to use as a learning aid for accessing the z-buffer with their own applications.
#186003From: Terry MillerAug 19, 1995 1:51 PM
Jonas, That's what I was looking for. Thanks a bunch, Terry
#185998From: EDWARD HARVEYAug 19, 1995 12:57 PM
<< I was under the impression that it would take the face count down as low as it could without changing the details of the mesh. I learned however, that it would take the face count down to one if I insisted by doing it over and over. Of course, this changes the details of the mesh considerably. <g> I guess I just have to find a comprimise somewhere. you can control how much optimiz remains true to the original details of the mesh by using the angle function. An angle of 1 or 2 will make a mesh thats hard to tell from the original when rendered. 3 and above result in loss of mesh detail but reduce faces greatly. I use 2 a lot and redo it several times with the optimiz from original box off. When the face count dosnt reduce any more youve got the best mesh for that angle setting. If youve got the disk space embed the original mesh so you can go back later if you need to. Hope this helps Ed
#186005From: Terry MillerAug 19, 1995 1:51 PM
Edward, Thanks a lot, BIG help. Slowly but surely, I'm making myself wade thru all these tutorials. Thanks again, Terry
#186898From: Terry MillerAug 23, 1995 5:16 PM
Edward, >> An angle of 1 or 2 will make a mesh that's hard to tell from the original when rendered. << I have been using this with great success. The rendered image does indeed hold it's detail well, while reducing the face count considerably. Very good tip, thanks a lot. I must wonder though, does this mean that I am terribly inefficient with the Metaball program when creating my original mesh? Thanks again, I just *might* be able to get the rest of the booger modeled within the 65k limit. Terry
#186977From: EDWARD HARVEYAug 24, 1995 12:39 AM
Terry Thats the great thing about optimiz- one can model without worrying too much about face count because it can be adjusted later. Ed
#187082From: Terry MillerAug 24, 1995 12:49 PM
Edward, >> One can model without worrying too much about face count << It seems though, that I am in a catch-22 situation now. I can't "Mshape" the mesh because I have exceeded the 65k number of faces. If I click continue at the warning prompt, it just kicks me back out to the editor. How can I optimize the mesh, if I can't create it? Is it possible to create different, seperate, metaball meshes and then booly them together later? I'm just about finished with this little creature, just the neck and head left. But, these parts are going to require some detailing, so the face count is probably going to go up pretty high. Hoping you have an answer, as I read the sepuku ritual, Terry
#187121From: David J. MarksAug 24, 1995 4:08 PM
>> I can't "Mshape" the mesh because I have exceeded the 65k << Try scaling down the entire scene. Smaller reference spheres should require fewer faces. – Dave
#187139From: Terry MillerAug 24, 1995 6:47 PM
David, >> Try scaling down the entire scene. << Wouldn't that be the same as increasing the face size during the Mshape process? I guess, to get the detail I want, I'm going to have to split it up. Make more than one object and then link them together later some way. Thanks, Terry
#187276From: Terry MillerAug 25, 1995 3:04 PM
David, The scaling idea is saving the day. By doing some "selective" scaling, I am able to keep pretty much the same overall proportions and keep a pretty high level of detail. I can go in and make the critter a little less broad for example, and use those gained faces for arms or face details. Next, I start chopping toes and fingers if necessary. Thanks for the idea, Terry
#187292From: David J. MarksAug 25, 1995 4:12 PM
>> Next, I start chopping toes and fingers if necessary. << Taken out of context that sounds really scary! <g> – Dave
#187297From: Terry MillerAug 25, 1995 4:22 PM
David, LOL! It's a motovational thing. Terry
#187317From: Kyle J. McKisicAug 25, 1995 6:34 PM
Terry, another thing you can do is use the clipping box option to generate your mesh in different pieces, then optimize each piece and boolean or attach them together – I do this a lot. -Kyle
#187318From: Terry MillerAug 25, 1995 6:51 PM
Kyle, >> Another thing you can do is use the clipping box…<< I just reread the part of the manual that covers that. I'll need to experiment a bit to answer some questions I have, but it sounds promising. Thanks for the tip, I hope I can call on you again when I get ready to paint this booger. Terry
#187351From: david W. mennenohAug 26, 1995 12:07 AM
Kyle, PMJI, but it seems you haven't been on for a while. Or do you mainly stay in IPAS usage? Anyway, done any cool Metaball stuff lately? What do you think of Danny Mercurios metaball modeller? Sounds like the mapping support is going to be great. Take care. DM
#187183From: EDWARD HARVEYAug 25, 1995 12:58 AM
Terry <<It seems though, that I am in a catch-22 situation now. I can't "Mshape" the mesh because I have exceeded the 65k number of faces. Are you controlling the face count with the face size slider? This should enable you to make the most detailed sub 64k mesh possible with a little experimentation. Ed
#187229From: Terry MillerAug 25, 1995 10:26 AM
Edward, >> Are you controlling the face count with the face slider? << Yes, I just keep adding "1" until I get a permissable mesh. I think I have a solution to the problem. I'm making up a script for the final render and studying the camera shots. I'll just have to make more than one model. I think with some planning I can put the detail where I need it. For example, if the lower body is not in the shot, then I won't have it in the model. If a particular sequence will be all frontal, then I'll take the back off of the model. I can then use the faces to detail only what the camera is going to see. It's going to be more work, but I knew coming in that this was going to be a labor intensive business. I'm also starting to understand the importance of storyboards now too. <g> Thanks Ed, Terry
#187386From: LEE STEELAug 26, 1995 11:12 AM
What is the face count of the reference spheres?
#186205From: sanford kennedyAug 20, 1995 11:39 PM
Terry, It sounds like you are approaching answers for your problems. I havn't seen seez.zip…I downloaded the first meshpaint demo, but it was not very subtle and I havn't purchsed the program yet, until it has better control available. I guess I'm spoiled by photoshop's tools. Good luck, Sanford
#186488From: Terry MillerAug 22, 1995 9:03 AM
Sanford, >> It sounds like you are approaching ansewrs to your problems << Yeh, I think I'm getting there. I also did a check with the scene info screen and found something I suspected, to be true. When rendering my object, the number of faces in the render dialog box must show the number of faces total in the scene. Even though everything except the creature is hidden, the face count still shows more faces than the scene info list for the creature object. Is this indeed the case, that the render dialog box shows a face count total for the scene, whether the objects are being rendered or not? I ordered Meshpaint the other day, and will be getting a scanner soon. Most of the scanners I've seen have photoshop bundled with them. So, I should be able to compare the two programs soon. Thanks for the time you took to help. Terry
#186841From: sanford kennedyAug 23, 1995 12:48 PM
Terry, I believe the render box always shows the scene total faces…but I will have to test it to see. I look at the scene information file to check on each individual item. Good luck Sanford
#185984From: Ernie JacksonAug 19, 1995 10:19 AM
>> How DO you keep the face count down when using Metaballs, and still keep a reasonable level of detail? << I think that your only choice is to get Yost Disk 7 w/ and use Optimize to reduce face count after you make the model. – ej
#186004From: Terry MillerAug 19, 1995 1:51 PM
Ernie, Thanks, I bought that when I bought 3DS. I just need a little more experience with it to find the right amount for different mesh types. I'm getting there, Terry
#186217From: LEE STEELAug 21, 1995 6:00 AM
Danny's new Metaball modeler (OrganiX) will allow you to increase and decrease the number of faces over time. He is using the Envelope code developed for LenZFX. This allows the user to have direct control, ie… less faces farther away and more faces for the close-up shots. Lee
#186234From: Philippe DesmaraisAug 21, 1995 8:27 AM
>>> How DO you keep the face count down when using Metaballs, and still keep a reasonable level of detail? The mesh I am trying to create has the smallest sphere scaled to 5% of the largest one.<<< You should try the Optimize IPAS. It is VERY customizeable and offers all the control you need to cut down on polygon count WITHOUT affecting the detail too seriously. It's on the Yost IPAS disk #7. -Phil PentaGrafx Prods (http://www.cs.mcgill.ca/~desm/)
#186489From: Terry MillerAug 22, 1995 9:03 AM
Philippe, Thanks. I have the IPAS you mentioned, and am getting better at predicting what settings to use. I'm pretty new to all this, so I still have a lot of experimenting to do. Now, if I can just make myself remember to use the HOLD button every now and then, I'll be alright. <g> Thanks again, Terry