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setz

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Posts posted by setz


  1. ...but saying that, if there was a way to improve efficiency, it would be welcomed.

     

    A side question, does it matter if the images are 8 bit, 16 bit, 32 bit jpeg, tiff, targa, png.  For example does an 8 bit highly compressed jpeg require less memory than a 32 bit tiff image inside FZ?


  2. This is due to the Base 2 memory constraints of texture handling. 

     

    "Memory used for an image map is always squared to the next highest power of 2, (512, 1024, 2048, etc.). For example a 1000 x 800 pixel image will have approximately the same memory usage as a 1024 x 1024 image. And a 1030 x 1024 image will have approximately the same memory usage as a 2048 x 2048 image. Each material displays its Memory Usage in the Color Map Options dialog."

     If you resample your image to 4096 x 2816 it will likely be 4x faster.

     

    Here is a FormZ tip with the full info:

    AutoDesSys | Tips

     


  3. Been like this for awhile. This is true when plane is flipped by contextual clicking on the widget when the plane is visible. When flipping the direction of a clipping plane by contextual clicking on a clipping plane in the clipping plane palette when the clipping plane is not visible, the result is a hard crash.

    The work around is to flip plane using the widget, then turn off visibility and then turn visibility back on prior to trying to repositioning the plane. This will prevent the behavior you describe.


  4. When objects are Boole-Unioned or Boole-Itersected, the transform controller remains at the centroid of the object which was created earliest.  To verify this, create two objects, A and B, Bool-Union them together and observe that the controller remains at the centroid of A.  Undo to separate the objects and then Cut and Paste the A object.  The A object then becomes the most recent object making the B object the object which was created first.  When the objects are then Boole-Unioned again, the controller is then positioned at the B object centroid.  This rule remains true even if the object axis is moved to a non-centroid position prior to the Boole operation.

     

    To move the controller to the centroid of the booled object ADS provides a snappable key point at the centroid automatically when the Edit Axes Tool is invoked which is very handy.

     

    When objects are Boole-Subtracted, the Controller is positioned at the axis of the Operand, the first object selected (being cut from) in the bool operation.

     

    That being said, having an additional tool Option for Centroid Controller Location would be welcome.


  5. Flat Mapping.

     

    Use the Map Texture Tool set to Flat Mapping.

    post-176-0-41779300-1516208541_thumb.png

     

    post-176-0-90372200-1516208540_thumb.png

     

    Adjust with the Edit Texture Map Tool.

    post-176-0-33524400-1516208540_thumb.png

     

    post-176-0-83015400-1516208539_thumb.png

     

    I made a proxy box to map on first (because it is a bit laggy on an object with thousands of faces) and then used the Set Attributes tool to transfer the settings to the pillow object.

     

    post-176-0-42143500-1516208752_thumb.png

    Pillow.zip


  6. Hi Allan,

     

    I'm speaking of the effects of the Offset Surface Tool on solid objects.  I actually don't use this tool on Surfaces because I invariably want to make a solid from the offset surface and the Thicken Tool does this in one step.  The Parallel Tool (used on solids) from V6 had these options:

    post-176-0-92002300-1515796898_thumb.png

    FormZ 8 does not have the Parallel Tool anymore but it's function has been replaced by the Offset Surface Tool which has only one Option, the Distance field.  Here is example of what the Parallel Tool offered previously, and which I would like to have available again:

    post-176-0-70745500-1515797174_thumb.png

    The Cube on the Left has been offset by "Wall" only and cube the Righft has been Offset by "Wall and Slab".  The option to expand a solid only laterally and not vertically although seemingly obscure and unimportant was actually super useful and I miss it daily.


  7. There used to be separate options for Wall and Slab Offset amounts for the Parallel Tool (now named Offset Surface Tool).

     

    These options were very useful in that 99% of the time I only require Wall Offsets and would set the Slab Offset to 0.  Currently it requires extra steps to reduce the top and bottom surfaces back to where they were prior to the offset operation.  I do prefer the single field input for distance over the previous system.

     

    Perhaps adding radio buttons for "Wall", "Slab", and "Wall and Slab" would be a simple way to implement this functionality.


  8. This is a good free site for creating regular external, rack and pinion, and internal gear combinations.  I usually trace with 3 point arcs to get smooth gears because these export as faceted.

     

    http://www.hessmer.org/gears/InvoluteSpurGearBuilder.html

     

    And a site for multiple standard gears (more than two linked gears are possible in a single export):

     

    http://geargenerator.com/#200,200,100,6,1,0,0,4,1,8,2,4,27,-90,0,0,16,4,4,27,-60,1,1,12,1,12,20,-60,2,0,60,5,12,20,0,0,0,2,-563


  9. When I import this file I can color individual faces.  I did nothing to the object after opening it.  I was able to color individual faces both by pre-selecting a face and then using the paint tool and also by selecting the paint tool and then CMD clicking individual faces.  Perhaps try renaming your ADS Prefs folder to get FZ to recreate it's prefs and try again?

     

    Or you can try importing it and then saving as FZ and then re-opening it or starting with a new document and re-open it using the "add to project" option.

     

    Also attached is the imported file saved as FZ to see if you can color it's faces as a test as well.

     

    Another option would be to select all faces (in Wireframe view) and then use the Derive Faces tool which will separate the object into many different objects (1 face each object) an then re-stitch together all those face objects using the Stitch Tool recreating the solid object.  Sometimes this fixes weirdness not solved by the object doctor.

     

    Cheers, good luck!

    post-176-0-20096900-1513400694_thumb.png

    Untitled.fmz.zip


  10. That’s a good suggestion. In the meantime you can turn off visibility of ghosted objects in the Display Options Pallette. There is a separate option for this for each type of display, for wireframe, for shaded work, and for shaded full. I set a key shortcut for the Display Options Palette to make this process a little faster. You can also change the color of the ghosted object lines in the Colors Preferences but they will still be opaque.

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