Ready, Corners for the free 77 mouldings ... 1001 Props

mCasualmCasual Posts: 4,607
edited August 2015 in Freebies

In case you missed it back then, 

over here 

https://sites.google.com/site/mcasualsdazscripts3/straightmoldspack

,there's 71 straight mouldings which can help you build architectural and furniture elements.

Soon i'll post 71 matching "corner" props to "turn the corners ".

Each prop will have a radius morph, so you can make extra narrow or extra wide arcs.

I may also make 180 °  and 360 ° versions.

Since there's 4 ways a tube can turn ( left/right/up/down ) this may turn into a  .... 12 X 71= 852  props pack !!!!!

Note that mcjBuilderA would let you do all that, but ready-made props are practical !

The test prop shown here has an .obj size of ... lets see ... 28K

The Third image is "Amy Peachy Maid - In a Room With A View Of Pluto".

The wall's baseboard needed a cornerizer ... so that's why we get into this.

Fif 4 - The 71 moulding shapes.

Fig 5 - This shows a 360° Corner prop, XZ scaled-up

 

then we'll get back to the Pose script ...you know

and the Midi project

and the Kinect projects

 

corner1.jpg
1920 x 1080 - 895K
corner2.jpg
1920 x 1080 - 814K
mcj Amy Peachy Maid 005 Room With A View Of Pluto.jpg
1920 x 1080 - 1M
thatcorner.jpg
1920 x 1080 - 878K
Post edited by mCasual on

Comments

  • VilianVilian Posts: 292

    I strongly suspect you don't ever sleep...

  • mCasualmCasual Posts: 4,607
    edited July 2015

    usually 32-sides per 360 degrees is enough

    but 64 would be better, or of course, an arbitrary number chosen by the user ... which would mean, a script

     

    needsfixin.jpg
    1214 x 676 - 340K
    fagabou.jpg
    1254 x 704 - 222K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    This is generated using a custom version of mcjBuilderA

    the main change is that the UV Map "resists" well to the Radius-morph

    But for a fixed radius, right now, today, you could do corner props like that using this mcjBuilderA code:

    Profile 0_RoundMoldSize 5 5profileUnits cmcloseprofile onPathUnits cmTread 1Radius 2.5ClosePath offStepAngle 11.25Turn 90

     

     

     

     

     

    keen.jpg
    718 x 411 - 125K
    circus.jpg
    800 x 446 - 168K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    some numbers for 16-sided 90 degrees corner props

    about 2 megs for 71 prop files 1 morph channel

    about 4 megs for the 71 obj files

    i'll load them all and see if there's duds

    ...

    they all look fine and their morphs work

    soooooo

    now i have to make the turn-left, turn-up, turn down versions

     

     

    turnthecorner.jpg
    1920 x 1080 - 714K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    Six more straight mouldings will be included

    and the corresponding corners

     

    so ...4 directions, 3 corner angles ( 90, 180, 360 )

    plus the 77 straight edges  

    12 * 77 + 77 = ?

    huh?

    1001 props !!!!!!

     

    sixmore.jpg
    1920 x 1080 - 482K
    dacorners.jpg
    1920 x 1080 - 836K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    See when i was talking about turn left/turn right/turn,

    though you could obtain one from the other using negative morph strengths,

    it would flip the normal, some 3Delight Shaders would render them all black 

    and there would be bump/displacement map issues.

     

    Once the 1001 props are all generated, i'll run special programs to make sure the texture/prints are not inverted and the normals point outside the shapes

    3Delight Cartoon renders also render objects all black when the normals are not properly set up

    and Poser shows them weirdly invisible except when seen from the inside

    note that there could be a need for that .... when using those shapes as tunnels instead of mouldings

    ...meaning we'll make sure the props dont have this .... problem

    ( 3Delight Cartoony render )

     

    cima.jpg
    1920 x 1080 - 371K
    normalblack.jpg
    800 x 450 - 36K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    Left / Right / Up / Down, Straight

     

     

     

    LRUDS.jpg
    1920 x 1080 - 298K
    Post edited by Chohole on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    Cyma not Cima !!

    Cymatium molding appears at the top of the cornice in the classical order, and made of the s-shaped cyma molding (either cyma recta or cyma reversa). It is characteristic of Ionic columns and can appear as part of the entablature, the epistylium, and the capital. Often decorated with a palmette or egg-and-dart ornament on the surface of the molding.

    Cyma molding profile (left) and shadow pattern (right)

    7. The heights of the parts of the capital are to be so regulated that three of the nine parts and a half, into which it was divided, lie below the level of the astragal on the top of the shaft. The remaining parts are for the cymatium, abacus, and channel. The projection of the cymatium beyond the abacus is not to be greater than the size of the diameter of the eye [of the volute].[1]

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    Here you can see that using simple numbers ( metric ) one can achieve perfect abutting 

    and someday who knows i may add a welding tool

    most moldings have their axis in their lower left corner

    or are horizontally centered and "floored:"

    gagou.png
    587 x 392 - 58K
    seldom.jpg
    1920 x 1080 - 106K
    seldom.jpg
    1920 x 1080 - 106K
    nonflo.jpg
    800 x 600 - 63K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited July 2015

    a cartoony-software render

    the fact that the interior of the tubes is black and not the outside means

    the Normals are OK!

    and the fact that the letters on the curvy mouldings are not unpside down or mirrored means

    the UV maps are OK

    because of the symetries, the left-turn moulding is basically the same as the right-turn one

    but the textures are not equivalent

    the Up and Down curve props are radically different from one another

    ---

    if you wanted the normals to point inward, because you want to use them as tunnels

    you could give the radius morphs negative values ... i think

    ... yes ! see figure 2

    unfortunately the straight-molding props dont have that feature

    ratata.jpg
    1920 x 1080 - 646K
    rarara.jpg
    1920 x 1080 - 125K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited August 2015

    only 2 hours left for the deadline

    what do we have here? 

    as you recall there's 4 main sets of props

    straight moldings

    90, 180 and 360 moldings

     

    and each prop has a "radius morph"

    only 2 hours left for the deadline

    what do we have here? 

    as you recall there's 4 main sets of props

    straight moldings

    90, 180 and 360 moldings

     

    and each prop has a "radius morph"

     

    this is the "baseboard" shape molding, 360 degrees with a radius of 0 Right-Turning : named OR_baseb_Mcj​

    and the same with a radius of 800%

    then you have OL_baseb_Mcj​ the Left-Turning version

    which seems to have a visible seam !!!! oh no ... i have to fix the molding generator and it's 10:04

    oops false alert ! calm down calm down , i just forgot to regenerate the 3 other groups

     

    http://www.daz3d.com/forums/uploads/FileUpload/7d/2c9e67a039eef9aab33a08b93e8f2e.jpg

     

    bblast.jpg
    560 x 800 - 43K
    fafa2.jpg
    560 x 800 - 57K
    ohno.jpg
    560 x 800 - 59K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited August 2015

    no seams see no seams do

    noseam.jpg
    560 x 800 - 60K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited August 2015

    all 77 of the 360 degrees UP-Turning props

    rendered in Software-Cartoony mode and showing that our normals are OK !

    now i will ... re-use thumbnails for the hundreds of props, maybe add a little something

     

     

    all77.jpg
    560 x 800 - 344K
    all77.jpg
    560 x 800 - 344K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited August 2015

    and i fixed the issue : when you clicked the delete Keyframe button in Daz or did a Zero Selected item the prop was scaled 0% and we'd go "where is it where is it"

    that was a quirk of the old version of PP2 exporter which as you may know or not has been updated recently for Daz Studio 4 by me

     

    11h27, 33 minutes to package them 1001 props in their 26 folders

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited August 2015

    11:43 ... uploading the 40 megs package of 1001 props

    200 megs uncompressed, but there's 64 sides per 360 degrees for the curvy props ... 

    77 props, 

    left/right/up/down/straight

    90, 180, 360 degrees

    it's called the mcjMegaMoldPack

     

    AAAAARRRRGGHHH !!!! google says the 40 megs file is too big !!!

    i'll split it in 5

    they conspire to make me miss my midnight deadline !

     

    the URL is

    https://sites.google.com/site/mcasualsdazscripts6/mcjmegamoldpack

    oh yay my clock was still at 12:00 when the 3rd download ended :) lets say i won :)

     

    Post edited by mCasual on
  • Thank you!  These are awesome!

Sign In or Register to comment.