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Idea for ruby to reduce file size

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  • S Offline
    SchreiberBike
    last edited by 12 Jan 2008, 04:39

    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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    • D Offline
      Dave R
      last edited by 12 Jan 2008, 13:18

      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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      • G Offline
        Gaieus
        last edited by 12 Jan 2008, 13:51

        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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        • D Offline
          Dave R
          last edited by 12 Jan 2008, 13:57

          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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          • G Offline
            Gaieus
            last edited by 12 Jan 2008, 14:00

            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 12 Jan 2008, 15:34

              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 😄 . I would keep a copy of the unmodified version as well.

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              • D Offline
                Dave R
                last edited by 12 Jan 2008, 16:02

                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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                • G Offline
                  Gaieus
                  last edited by 12 Jan 2008, 16:45

                  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 13 Jan 2008, 17:03

                    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 13 Jul 2008, 17:14

                      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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