Hello,
I am really wishing for a 2d figure to use in test renders. I am not sure what you would call it but it is a feature found in google's 3d program. I have an image below. I Mainly want it so that I can see very clearly the scale of my renders, and just get a better feel for what Im making. I also think it would help for temporary blocking when the render is intended for a composite.
I would say make it about 6 feet tall.
Hope Im understood. Thanks
We're unlikely to add a human figure model, but you could use a built-in sphere instead. I like using a 1m sphere. It definitely helps with eyeballing scale.
- Oshyan
I use the landmark object. It can be set to any size and placed anywhere.
Or an upright plane object...
or Mr Lamppost's stick figure?
http://www.mrlamppost.com/tg2/downloads/stick_figure.htm
Hi everyone.
I thought I could use objects with known size as you all have put forth, but I don't see in real life any of those things on a daily basis if at all. The reason I thought a human figure is best is because we all see other people every day and would have no problem reconciling a terragen render to the scale of the figure.
Anyway, it was just a hope, something to make working easy. But I will continue like all of you.
Thanks.
It would be nice if everything was scaled to my size. I'm tall, 6'5", most things are just too small.
A while back I made a scale "thingy" in Lightwave to use in a scene for object setup. It was 100m exactly in all three axis. Lightwave is a great modeler for TG2 because 100m in LW is 100m in TG2. I built it at the zero point in the Y axis and imported as a population. Then I un-checked "sit on terrain" so I could visually see the terrain height that was less than 100m.
Also, I set the units (100m) in a multiple of 10, so if I wanted 10,000m "thingy", I could scale it easy in LW or TG2.
Here's a quick look at my rather simple scaler:
I wish Blender would figure that one out. I really miss Lightwave. I have not had it since 3.5 on my Amiga.
I would imagine it wouldn't be too hard to set up a scale ratio chart for different modeling programs -- might be a good "pinned" thread.
So it would look something like this....
Units ratio
TG2 1m 1
LW 1m 1
My Modeler xx .37
...... " "
Then use the ratio (scale) in TG2 for the object scale.
Hi,
Seems Im not alone. Anyone know how to build a simple figure like in the OP? Would love to download it and use it as an object. Perhaps if everyone likes the figure idea, we can nudge planetside into making it (DO IT, OR THE CAT DIES). Seriously though, how hard could it be to make a 2d figure? I really don't know.
I had time today and made these objects. Feel free to use or change anything you want guys.
(A more attractive picture for example ;) )
Just one question... I made the last right one just as a basic plane at first .
It was the same as the others without the square and circle.
Only the micropoly render could render it but without it's shadow.
I changed it to a thick object and the problem was gone.
Do anyone know what this could be ?
Cool, Kadri. But I really don't see any problem with making a scaled reference object directly in TG2.
Henry stated above, "I use the landmark object. It can be set to any size and placed anywhere.". Which is exactly right, and it won't appear in your render like a sphere/rock/disc/etc, as it is simply a preview-window reference point.
There are 8 different shapes to choose from for the preview display of a landmark object, I'm quite sure that a 2m(approx' 6ft) 'flag' or 'arrow' shape could be imagined as the simulacrum of a human being. Think ye not?
Maybe another 'figure' shape could be added to the list of landmark preview display options, I don't see any problem with using a default 'flag' landmark as a visual scaler, maybe I'm missing something here...
As a matter of fact i think i will not use my objects too , DandelO :)
But everybody has it own approach sometimes. I prefer to use an 10 x 10 Highfield .
I do this as well. My default project starts with a 100m2 heightfield bounding box and a 30mY POV. This makes real world scaling much easier for objects, stones, etc.
The Vitruvian Man object is great, though. It would be very cool if TG used the transform handles, like you have in the preview image, Kadri, for editable parameters. The existing translate arrows are handy for small edits but would be even better with some rotation and scale handles too.
I now remembered how i begun to use this method !
It was because of you DandelO :D
* A single sided imported plane won't cast a shadow for some reason, Kadri.
To get around that before, when I was making 2D trees, instead of a plane object, I made a cube that was nearly flattened on one axis, so as to keep the polys from that side of the object intact. That makes sure your shadows will still cast.
Or, use the method Greg Sandor posted in his corn plants thread some time ago, that used two planes tied into one object(like a cross-shape), so there is more than one polygon in the object. You might get some unwanted visible seams that way on each object, though, good and fast for distant shots.
Quote from: Kadri on July 28, 2011, 02:21:26 PM
I now remembered how i begun to use this method !
It was because of you DandelO :D
And me, because of Volker! I'm sure he nodded towards using a visual scaler like this in his PF lessons thread. ;)
Kadri,
Thanks, really great. Its just perfect.
dandelO,
There is nothing wrong with scaled objects, nothing at all. Its just that a human standing next to a tree is far more understandable than any object. Scaling and sizing becomes more precise (I would argue). I found the figure in googles program to be indispensable in helping to place objects and the camera, and I think it will really help me make better images, more easily, with terragen. The figure will just help me make make better sense of the virtual world in terragen, thats all. :)
Quote from: dandelO on July 28, 2011, 02:28:30 PM
...
And me, because of Volker! I'm sure he nodded towards using a visual scaler like this in his PF lessons thread. ;)
I miss him-them (like Big Ben ...) here :)
Thanks for the tip with the plane DandelO !
You are welcome TheBadger !
Quote from: dandelO on July 28, 2011, 02:27:01 PM
* A single sided imported plane won't cast a shadow for some reason, Kadri.
To get around that before, when I was making 2D trees, instead of a plane object, I made a cube that was nearly flattened on one axis, so as to keep the polys from that side of the object intact. That makes sure your shadows will still cast.
Or, use the method Greg Sandor posted in his corn plants thread some time ago, that used two planes tied into one object(like a cross-shape), so there is more than one polygon in the object. You might get some unwanted visible seams that way on each object, though, good and fast for distant shots.
Dandelo , i looked into this a little more.
I tried to put 2 planes side by side. There was no shadow.
Then i put one plane a little behind (the object did get z depth). The planes did not intersect. There was a shadow.
Then i pulled just one vertices a very small amount to bring z depth to the object. It was not noticeable and looked still like a plane. There was a shadow too!
İt seems so long the object has Z depth greater then zero we will get a shadow.
A very small polygon that nobody can see or just a vertices that is a little outside the plane will do it.
I hope you don't mind TheBadger. I don't want to hijack your thread!
Yes, Kadri, that's what I meant. Instead of using a plane object, use a nearly flattened cube. Then there is more than one side of the object so that shadows will be cast from it.
Indeed sorry, TheBadger. Off-topic, as usual.
QuoteI don't want to hijack your thread!
seems related, besides, I like reading everything you guys write. Its the only way Ill get a handle on all of this.