Box modeling technique working with sub-objects directly rendering primer.

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Presentation transcript:

box modeling technique working with sub-objects directly rendering primer

editable objects editable mesh – deformable trimesh triangle polygons vertex transform in rows and columns edge face always triangles polygon element subset groupings – i.e. attached objects

editable objects editable poly – deformable polygonal mesh n-sided polygons – avoids invisible edges – better for slicing and cutting vertex edge border a contiguous open edge [spline] polygon element

vertex operations transforms weld target weld chamfer extrude vertex properties

edge operations transforms weld target weld chamfer extrude open edge editing bridge connect create shape

border operations (editable poly) borders are open conditions transforms cap chamfer extrude bridge connect

face operations (editable mesh) transforms extrude bevel

polygon operations transforms extrude extrude along spline bevel hinge bridge outline create edit triangulation

general operations attach / detach slice uses a plane cut freeform edge by edge normal smoothing material IDs

box modeling technique control segmentation manipulate sub-objects directly grow geometry from the closest base primitive subtractive operations based on segmentation – avoid booleans control open conditions watertight is desired

rendering primer Scanline Renderer no real-scale units architectural or standard base material types default UI switcher

rendering primer

Turn off real- world texture coordinates

rendering primer Set the size of the rendering in the common tab

rendering primer change the environment background if necessary