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3 Dimensional Chat / Skydome or Skysphere Question

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Alquerian
20
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 12th Jul 2006 22:53
I have worked with skyboxes for awhile, but I feel I might produce better results working with a skydome or a skysphere. I have C4D and 3ds max, but when I export the sphere with the 180 degree texture the outside faces of the sphere are the only visible faces. How would I make the object show it's innward faces as opposed to it's external faces?

Also is there a boolean option for chopping the sphere in half so I have a dome instead of a whole sphere?

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
Heckno
21
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 12th Jul 2006 23:17 Edited at: 12th Jul 2006 23:20
you want the hard way or the easy way?

easy - 3dmax command chop or hemisphere (my choice) command with the sphere, as for the texutre you need to use the set object cull command ( see DB help files for instruction, setting or flag should be 1 )

also you could just select the faces not wanted in max and delete them, texture - you could select all the faces used and invert the normals


hard - C4D only because I don't own a copy, lol.....


edit: on a side note many professional games use more than one sky sphere to produce their effects.. This creates layers/depth where the clouds can move in differnt directions than say the sun rise or you can easily create a shooting star/comet effect... Whether or not DBP can handle it with everything else that has to take place is up to the programmer...

good luck
Alquerian
20
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 13th Jul 2006 00:17
I agree, I was planning on using several skydomes to generate moving clouds and a day/night transition etc. Thanks for your input, I know culling works to remove inside faces, but I am not sure about having it to remove outside faces. I will give your 3ds max suggestion.

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
Seppuku Arts
Moderator
21
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 13th Jul 2006 00:30
In Cinema 4D;

I can't remember how the culling shows in DBP from a C4D export, I know I have had inverted culled objects, so I am going to tell you how to do it, but if it looks like it didn't work, don't do step 3

Step 1 - Make a sphere
Step 2 - Texture it
Step 3 - Press C button/Make object editable, go into face editor, select all face (ctrl-a) then right click and select 'reverse normals'
Step 4 - Export, the standard .x exportor isn't that good, I recommend 'xport', google it

Alquerian
20
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 13th Jul 2006 01:33
@Musashi - Thanks, reversing the vertex normals did it for me I use a handy tool called 'accutrans' for translating all of my files into x format. It is a really handy utility. I exported it to 3ds in c4d then converted it to x in accutrans, which does a really nice job (it also allowed me to easily reverse my normals.)

Thanks for your help!

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
Alquerian
20
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 13th Jul 2006 02:20
Ahh and the results are marvelous! Thanks for your suggestions/help guys.

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle

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