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Douglas Douglas
Registered User
Join date: 13 Dec 2006
Posts: 29
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04-19-2007 12:00
Hello,
I was wondering of a kind soul could point me to a parameterization cheat sheet for the prims? Specifically the torus and cone. For context, I make heavy use of RenderMan primitives in a 3D application I've built and quite enjoy them.
For example, a RenderMan torus uses an inner radius for control of hole size I'm scratching my head for how that maps to the SL torus controls. Same for cone.
Cheers, Doug
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Sterling Whitcroft
Registered User
Join date: 2 Jul 2006
Posts: 678
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04-19-2007 17:16
Not sure I can really help, but I can get you a step closer. Try a search on 'PRIM TORTURE' in the old wiki. <I say 'old wiki' because i saw it there, and haven't had a chance to look at the new one.  > Here's a URL: http://rpgstats.com/wiki/index.php?title=LibraryPrimTorture
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
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04-19-2007 17:40
From: Douglas Douglas For example, a RenderMan torus uses an inner radius for control of hole size I'm scratching my head for how that maps to the SL torus controls "Hole Size" for SL torii/tubes/rings is a misnomer. Those numbers directly relate to the size of the cross-section being extruded, of which only the Y value directly affects the hole size (at least with no twist applied.) A Y hole size of .5 means the Y dimension of the cross section is 50% of the overall Y scale. Without any twist, the hole size will be 1 minus twice the Y Hole Size, for torii and tubes, anyway. Rings are a little different, because the width/height of triangles doesn't directly correspond to the X and Y scales. From: someone Same for cone. A cone is just a tapered cylinder, which itself is just a circle extruded along a straight path. Put simply, there are really only 7 classes of SL prims. Box, Cylinder, Prism, Tube, Torus, Ring and Sphere. And those can basically be divided into 2 subgroups, those that extrude a flat shape (square, circle or triangle) along a straight path, and those which extrude one of those three shapes along a circular path. Box/Tube extrude a square, Cylinder/Torus extrude a circle, and Prism/Ring extrude a triangle. Spheres extrude a Half- (or less) Circle around a circular path. (If you could give a Torus a Y Hole Size of 1, it would be virtually identical to a sphere, if apparently a little pointy at the poles) Cones are tapered cylinders. Pyramids are tapered boxes (4-sided) or prisms (3-sided). The Half-sphere button creates a sphere with a 50% path cut, though personally, I think a lot of things using this shape would texture better if rotated 90 and dimpled 50% instead. Anyhow, that may be enough to get you started on understanding how the numbers affect things. One tip: for the circular extruders, do a 50% Path Cut, and then look at how changing any of the other numbers affect the cross-section end-on. I was mystified by a lot of those options til I stumbed on that little trick, then it started making a whole lot more sense.
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Douglas Douglas
Registered User
Join date: 13 Dec 2006
Posts: 29
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04-19-2007 19:56
Very cool Deanna Trollop. Thanks for the cross section tip. Got it, prims are "extrusion-centric" beasties. I'll get on it.
Cheers, Doug
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