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Booleans Mini Tutor: Impression - Printable Version +- Wings 3D Development Forum (https://www.wings3d.com/forum) +-- Forum: Wings 3D (https://www.wings3d.com/forum/forumdisplay.php?fid=1) +--- Forum: ManifoldLab Plug-ins Collection (https://www.wings3d.com/forum/forumdisplay.php?fid=14) +--- Thread: Booleans Mini Tutor: Impression (/showthread.php?tid=131) Pages:
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RE: Booleans Mini Tutor: Impression - puzzledpaul - 01-05-2013 (01-04-2013, 09:12 PM)ggaliens Wrote: A road has lumps in it. Pot-holes. You only need to be flatter ... not perfect. Nothing's perfect ... it's all a matter of what degree of precision / tolerance is needed / acceptable. In this situation, I'd prefer a feature that does the correct / proper job ... ie creates a flat road between the edges, having worked out the relevant height datums ... and then lets me decide what type of customisation to add to the surface - rather than one which tells me what I have to accept within a range that I might find doesn't suit my needs. There's a (new) feature / option here ... to ignore it is one route ... but it'll still be there ![]() ... and I'm talking in wider terms than roads over hills. pp RE: Booleans Mini Tutor: Impression - maker - 01-05-2013 That's why I'd like to try to find solutions using both approaches Here's one approach, using bits of your and ggaliens' suggestions. To simplify matters, I've assumed one side of landscape along road "lower". (Easier to select & modify segments which are not satisfactory.) I think this is better. Hopefully, it actually is ![]() ![]() Edit: Attached the wings file, if anybody wants to play with it. road_on_lscape RE: Booleans Mini Tutor: Impression - ggaliens - 01-06-2013 Flat road is "TOO EASY". Answer: 1) Have very THIN WALL (maybe no volume). 2) Create terrain's impression on wall. 3) Thicken WALL. 4) Use wall to subtract from Terrain. DONE. EASY. RE: Booleans Mini Tutor: Impression - maker - 01-07-2013 That is better, yes. It takes away 1 (or 2) unnecessary step(s) from what I've done. And, if the road does not have parallel sides, intersection or subtraction can be used again. Or, just plain Move Vertex with Magnet on. Thanks. |