CompuServe Thread

#Chain Link Fence Prob

3 messages in this thread
#59503From: John K. JordanSep 29, 1993 10:14 PM
Hello Chris, >>messy fence…. I had the same problem which went away when I boolean subracted a cube I made with GRIDS.PXP to give it a bunch of faces. You could also start with a quad (with lots of extra vertices in the circumference) in the shaper and loft a box with a bunch of steps and TWEEN on. The last time I needed a fence I just made a long flat rectangle and made a chainlink opacity map. (You can use the SG.PXP to make a white fence, then render a chunk in the front view to a GIF file to make the opacity map. You can tile it – no end problems.) JKJ
#59595From: CHRIS TRUTYSep 30, 1993 11:35 AM
John, I like your second idea of using an opacity map. It saves on vertices and faces. Thanks much! -Chris
#59669From: John K. JordanSep 30, 1993 8:18 PM
Chris, >>opacity map for fence… I forgot to mention: if you use SG to make the map, remove and hide the fence posts first, then you can add them back (or make some new ones) as real geometry to add some dimensionality to the 2D fence. BTW, I used to use AniPro to make most of my opacity maps & texture maps, but I've found it easier lately to make most of them directly from 3DS. Draw the text in the shaper, do Create/Object/Shaper to get the 2D geometry, then render against an appropriate background to a bitmap file. This method works especially well for making a map for text that must be curved to fit some object – you can get your map for the text shaped and sized right the first time. JKJ