CompuServe Thread

WF to Solid model fade?

17 messages in this thread
#123798From: Sergio VanelliSep 14, 1994 6:59 PM
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,
#123833From: Michael WendellSep 14, 1994 10:49 PM
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.
#123848From: Sergio VanelliSep 15, 1994 12:06 AM
Michael, Thx for the reply, I had a gut feeling that was the way to go.(G) Best, Serg
#123865From: yann bertaudSep 15, 1994 1:42 AM
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.
#124055From: Sergio VanelliSep 16, 1994 12:59 AM
> 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,
#124077From: Michele BousquetSep 16, 1994 5:35 AM
Yann baby, Good to see yer name again. How's things over your way? Michele <miss them big lunky arms o'yours>
#124082From: david W. mennenohSep 16, 1994 6:45 AM
Uhhh, Yann, you can't morph between phong and wire. Unless I'm missing something. <g> I don't think so though… Dave Mennenoh
#124170From: Jamie Clay [DPh]Sep 16, 1994 3:33 PM
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
#124403From: yann bertaudSep 18, 1994 6:21 PM
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
#124432From: david W. mennenohSep 18, 1994 10:36 PM
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
#124504From: Yost GroupSep 19, 1994 10:29 AM
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
#124618From: david W. mennenohSep 19, 1994 10:23 PM
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
#124642From: Don LandisSep 20, 1994 4:37 AM
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.
#124665From: Yost GroupSep 20, 1994 10:26 AM
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
#124564From: yann bertaudSep 19, 1994 5:44 PM
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
#124352From: John RedfernSep 18, 1994 5:29 AM
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
#125140From: Sergio VanelliSep 22, 1994 5:01 PM
> only apply the transition to one entry. John, Thanks for the tip 🙂 Serg