WF to Solid model fade?
17 messages in this thread
Hi all,
Im trying to see how I can get a wire frame model to dissolve/fade-into a Solid
one and vise-versa. If the object in question wasnt moving I would just do a
overlaping fade out/in with images of the last frame of the WF and the first of
the solid. However since there is movement thru out the entire transition I
cannot use still images to creat the effect. I was thinking of perhaps morphing
from the WF to the Solid but I assume that would mean serious processing time
(since its not a simple model). any help/comments/suggestions on this are most
welcome.
Serg,
You were right on with the method you intended to use originally. Just render
that segment of the animation (the fade in) twice, once in wire, once in solid.
Use VP to fade the solid segment in over the wire segment.
m.
Michael,
Thx for the reply, I had a gut feeling that was the way to go.(G)
Best,
Serg
I'm assuming that the solid and wireframe model are exactly the same, if that
is the case, you can morph the object from solid material to wireframe. Assign
the solid material to the first object (object01), then assign the wireframe to
the copy of the object (object02). In the keyframer, morph object01 to
object02, then go to Morph/Options and turn on morph materials. Much simpler
than using VP, again this is assuming that the wireframe object is an exact
copy of the solid object..
Yann Bertaud – Marketing Support, Autodesk.
> if that is the case, you can morph the
> object from solid material to
> wireframe. Assign the solid material to
Yes both the WF and the solid are Identical, my concern taking the morph path
is that due to the complexity of the models it might take longer than thru
doing it the VP way.
Best,
Yann baby,
Good to see yer name again.
How's things over your way?
Michele <miss them big lunky arms o'yours>
Uhhh, Yann, you can't morph between phong and wire. Unless I'm missing
something. <g> I don't think so though…
Dave Mennenoh
Your not missing anything, the Y-boy be wrong. You actually can do the morph
but it will not work correctly, it will POP between the two materials.
J-me
David,
>>Uhhh, Yann, you can't morph between phong and wire. Unless I'm missing
something. <g> I don't think so though…
Yeah you can, I did it before I replied to sergio. It work fine. Try it out.
Yann
Yann, No you can't dude. See page 8-63 of the ref. manual. It is even
explicitly stated there. And, I did try it – it doesn't work. Maybe you tried
metal? If you morph between anything and wire it abruptly jumps to wire at that
heyframe. It _does not_ morph smoothly.
Dave Mennenoh
I just thought of something while reading this thread. Haven't tried this, but
don't see why it can't work. Create two wire materials — both set to Units,
and make the unit setting of the first a large value (like 50 pixels) and that
of the second a small number. Now, morph between the two. When you use a high
enough unit setting, the material is essentially solid (depending on its size
and the size of your unit setting). So, in this case, you're morphing between
two wire materials, but only changing the thickness of the wire.
Like I said, I haven't tried this, and claim no responsibility for injury. <g>
– Jack
Jack, Cool idea, but unfortunately it doesn't work correctly either. It does
the exact same thing as morphing between phong and wire. I set up a 30 frame
test. First material had wire thickness of 20 units – second mat. had 1 unit of
thickness. I assigned them to two small (40 unit radius) Lspheres. They looked
pretty cool rendered seperately. But the material abruptly jumped to wire at
frame 30. I really thought this would have worked too. I'll probably play
around a little more with it.
Dave Mennenoh
David: Give Vary.sxp a try. Create the wire frame object and the solid object
and fade out one using Vary. I did this once to create the "X-ray vision" look
to see some movement going on inside an object.
Too bad. _Should_ work. Maybe with some intermediate settings. If I wasn't so
busy right now, I'd try it out. Let me know if your experiments get anywhere.
– J
Sorry,
You are right, the test I did was so low res that it looked like it worked.
When I redid the test last night at higher res, it didn't work. I have another
idea which I tested and which works, basically you use face mapping to get the
effect, the opacity map is a white square (say 100×100 res), which over time
becomes hollow, it works really well. Unfortunately, you can't use the
technique if you already have something mapped or are already using an opacity
map. I haven't tried using it as a mask though.
Some real interesting effects could be done with this technique, if you use
different animated maps.
Anyway, there is always more to learn in 3ds.
Yann
Don't forget,
When using VP to dissolve/cross-fade, only apply the transition to one entry.
If you fade one out and the other in it won't work. To fade in the incoming as
the second item in the queue will make a perfect dissolve.
JR
> only apply the transition to one entry.
John,
Thanks for the tip 🙂
Serg