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    โš ๏ธ Important | Libfredo 15.6b introduces important bugfixes for Fredo's Extensions Update

    Idea for ruby to reduce file size

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    • S Offline
      SchreiberBike
      last edited by

      I do this a lot as small file sizes are necessary to keep things moving on my slow pc. It works, but there is a downside. You can't "smooth" a line between components. You can only hide it. That means the shading/rendering engine doesn't recognize that there is a continuous surface and it doesn't look as good as it could.

      Still a good idea, but not one you'd want to always use.

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      • Dave RD Offline
        Dave R
        last edited by

        Sketchy, you're right. This is a good way to help reduce file size. It would be kind of neat if this could be automated, too. John does make a good point about applying materials to components in which that has been done so caution should be exercised.

        Etaoin Shrdlu

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        • GaieusG Offline
          Gaieus
          last edited by

          Hi guys,

          Have a look at the attached file. If you "slice" your object (this case a circle) at its midpoints rather than at the endpoints, you can "keep" it seamless (using the good old techniques - hiding edges etc...).


          SeamlessCylinder.skp

          Gai...

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          • Dave RD Offline
            Dave R
            last edited by

            Gai, you beat me too it. I was about to post an example showing that. It's a good tip.

            Etaoin Shrdlu

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            • GaieusG Offline
              Gaieus
              last edited by

              Yeah, Dave, but in your other topic I realised that texture mappung is almost impossible this way...

              Gai...

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              • S Offline
                sketchy
                last edited by

                Yup Gai thats exactly what I was thinking. Does this method solve the rendering issue SchreiberBike brought up?

                And my fantasy involved an automated ruby that would to through every group/component and regroup based on symmetry. Or you could select specific groups/components. I would probably only do the whole model before sending it to LayOut, to someone via email, or posting it on a cool message board with file size limitations ๐Ÿ˜„ . I would keep a copy of the unmodified version as well.

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                • Dave RD Offline
                  Dave R
                  last edited by

                  Sketchy, Gai's method only partly helps with the rendering thing. You won't get a hard edge as you would by hiding a corner but textures would still have a problem. Imagine a tiled top on your table example. It would look like it was cut into pie-shaped segments with the tile cut on an angle. For some things like wood grain textures, you could get a look of a typical veneered top, so sometimes it could be good.

                  Etaoin Shrdlu

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                  • GaieusG Offline
                    Gaieus
                    last edited by

                    Yup, here is an example with different transitions of soft shadows (still the "original", low poly model).
                    Note that the "hardest" shadow edge is neither at a midpoint nor at an endpoint. This is not textured though - just the "clay" model (with the original Front Face) rendered in Kerky.

                    http://www.sketchucation.com/forums/scf/sas/Gallery/Gai/SeamlessCylinder.png

                    Gai...

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                    • S Offline
                      sketchy
                      last edited by

                      Thanks for the render Gai.

                      For the sake of discussion here are the two models with textures applied. I didn't take any time to scale or move any of the textures.table with tile.jpgcylinder with wood.jpg

                      Here I took the tile texture and moved it slightly (no rotation or scaling). A pretty easy shift. I do recognize that other textures would be more problematic.table with tile2.jpg

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                      • X Offline
                        xtrude
                        last edited by

                        Hi Sketchy,

                        Did you progress this idea at all? I'm looking for a automated process for splitting a large urban model into individual tiles.

                        Cheers

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