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Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting.

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Old 22nd March 2006, 17:32   #101 (permalink)
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Ok, thanks for the info, e wil check that!
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Old 23rd March 2006, 06:26   #102 (permalink)
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Dry Ok.... I'm confused

Quote:
Originally Posted by Thomas
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Nate: you will be able to export the collapsed geometry in STL, then, you will be able to do your 3DPrints ;)
This was in another thread....
Quote:
Quote:
Originally Posted by JakalDesign
The only part of the mesh that will get exported is the sphere. The extra geometry added will be converted into a displacement map and exported as a 2d image
When inside the rendering software you simply add the displacement map and the extra geometry will show back up at time of render..
My question about displacement got an answer from Thomas that seems (I think) to contradict what you are saying about the export... below is my question and Thomas' answer... What's the scoop??

My question:
After using the displacement modeling, will those effects export into an .obj file or .3ds file for rendering in other programs? (How about an .stl or vrml file for 3d print use?)

Thomas' answer:
Nate: you will be able to export the collapsed geometry in STL, then, you will be able to do your 3DPrints

Guess I don't understand how this works...
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Old 23rd March 2006, 09:51   #103 (permalink)
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Already answer in the other thread. You can export the collapsed geometry, which means, all the polygons displaced (perfect for your STL) or, the low resolution mesh, and the displacement map, which will generate at render time, the high resolution model.
Then, both are possible.
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Old 23rd March 2006, 14:28   #104 (permalink)
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Thanks, Thomas...

I'm sure that once I get my hands on Hex 2, this will become clear.
Displacement is something I have not experienced... Really looking forward to it - the Hex 2 videos are awesome. (I have had several demos of ZBrush, but never the time to get into its mysterious workings.)

Thanks for all of your outstanding efforts in creating such an exciting tool (Hexagon) and for being available on the forum and blog.
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Old 23rd March 2006, 16:57   #105 (permalink)
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Nate: Just think of it as added 'real' geometry that is editable not "render" geometry like a displacement map would be which is not really there until the software interprets a map. I used the "real" geometry on this thread http://www.eovia3d.net/showthread.php?t=6665, no displacement mapping, that is how I imported it into carrara and rendered with GI.

Your cowboy for example could have hair brushed on in Hexagon then exported in stl to your printer for fabrication.
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Old 24th March 2006, 14:53   #106 (permalink)
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Flower Not another one....

Yep - another (probably dumb) question.

As I have explained before, I know only what has been discussed on this forum about the displacement process... so bear with me.

Question:
Can a model made in a previous version of Hexagon be opened in Hex 2 and have the displacement sculpting and other tricks that Hex 2 can do applied to that model? Would it work if that model that has been collapsed?
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Old 24th March 2006, 15:31   #107 (permalink)
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Yes Nate! Hex 2 can open Hex1 files!
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Old 24th March 2006, 15:44   #108 (permalink)
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Thanks

I thought it would open the earlier version Hex files, was primarily wondering about applying the displacement to those files if the files had already been collapsed....???
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Old 24th March 2006, 17:27   #109 (permalink)
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That will not be a problem, collapsed geometry does not prohibit displacement painting.
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Old 25th March 2006, 07:54   #110 (permalink)
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Whats the sickness you get when you are suffering from an H2 deficiency? I'me sure I have it.
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