5.0 Model Settings

Select the Project->Settings menu option, and select the Model tab. The following property sheet is shown.

The model's Name is the file in which the .m3d file will be stored.  This is the 3D model format used by Real2Virtual Modeller and Viewer.

The rest of the settings control how the model will look, and are called Appearance Settings By default all model groups will use these settings, though any group may override these with it's own particular settings.  See the explanation of these parameters in the section on groups appearance settings. The Texture group selects how the surface (or skin) of the model will look.

The Smoothing group allow smoothing to be applied to the model. Smoothing rounds off sharp corners. To do this the builder will convert the surface into a Mesh of small triangles which will peice togother to form smooth curves. To enable smoothing select the Do Smoothing checkbox. Then choose the level of detail in the mesh by setting the Mesh Triangles value. This is the number of triangles that will be used to span a distance as large as the model's largest side. A large value corresponds to a high level of detail. The second parameter is Smoothness this dictates how much smoothing will be applied to the mesh. Small values of smoothing will change sharp corners into tightly curved edges, whereas larger value will created more gradual curves.

The Texture Settings gives additional options for use when Texture Mapping

The Shading groups specifies how the model surfaces should be shaded in places which have a Crease. A crease is just a change of direction of the surface, for example a cube has creases on every edge with a crease angle of 90 degrees. Viewers will show creases by shading the area on one side differently to the area on the other, this is caused by the lighting of the model creating shadows. This shading adds realism and makes the object look three-dimensional. Two modes of shading may be used

5.1 Refining Texture Mapping

Please note that this section is optional.  Satisfactory models may be generated without requiring any refinement of texture mapping.

Select the Texture Map Details button in the Image Properties dialog, the following dialog is shown, the parameters defined in this dialog are explained below.

Texture Priorities

When texture from images is mapped to the surface of the model a Conflict occurs when any part of the surface is visible in more than one of the texture source images.  The modeller resolves this conflict by choosing texture from the Best Viewpoint.  This involves comparing the line of sight from the surface to each of the images from which it can be seen, and then choosing the image which has a line of sight which is most perpendicular to the model surface.

This process may be modified to be biased in favour a particular image or images by setting what are called Texture Priorities.  The texture priority of every image is initially zero, and no bias is present.  To bias the texture mapping in favour of an image raise it's texture priority.  This can be done from the image properties dialog, enter any positive real number.

Texture Priorities may be used without fully understanding the technicalities of the process, but for those requiring an exact definition read the technical note Understanding Texture Priorities.

For those that only require a rough understanding here are some guidelines,

Brightness Scale and Shift parameters

The position, size and brightness of the image during texture mapping may be adjusted using these parameters.

To change the brightness of the image enter a multiplying factor in the Brightness edit.  For example to make an image twice as bright the value should be set to 2, and to make it half as bright set the value to 0.5.  The default value is 1, which does not effect the brightness.

To alter the size of the image region mapped to the model enter a scale factor in the Scale edit.  For example to make the texture appear on the model twice as large enter a value of 2.0.  Note that when the texture is made larger, a smaller area of the image is used.

Changes to the positioning of the texture on the model surface can be made by entering non-zero values for XShift and YShift.  These are both in units of Pixels.  To move the texture to the right as you look at the model, specify a positive value of XShift, to move the texture down as you look at the model, specify a positive value of YShift.

Re-defining the camera's focal length

The amount of perspective used whilst texture mapping is by default defined by the choice of project camera.   By changing the focal length of the logical camera used during texture mapping, the amount of perspective  can be changed.  To do this override the camera's focal length by selecting the Re-define Focal Length checkbox.  Enter a new value in pixels in the F edit box.  Note, this will only be used for texture mapping  this image, and does not effect the project's camera definition in general.


Real2Virtual Modeller Documentation Version 0.3
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