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Curvy Building Problem

Walker Moore
Fоrum Unregular
Join date: 14 May 2006
Posts: 1,458
11-18-2007 20:17
As the subject indicates, I'm making a building with very curvaceous walls. This has presented a problem when placing the upper floors. To get my message across clearer, I've uploaded a pic:



Basically: Floor Prim A (cylinder), was simply copied from Wall Prim A (cylinder), flattened, the hollow removed, and positioned where you see it.

* Unfortunately I can't do the same for Floor Prim B because Wall Prim B (cylinder) is an inward curve. (Ie. The hollowed section is on the *outside* of the building.)

I thought I could get around this by hollowing out a box with a circle shape, and path cutting it. I can get something similar to the required shape by doing this, but the 10m prim size limit prevents me from stretching the curve to the required dimensions. :(

= I hope I haven't explained this badly so far.

I see two solutions for Projected Floor Prim B:

1) Create a sculptie. I'm quite good with Maya, but creating a square edged prim with an inner-curve of the required dimensions sounds like a nightmare task.

2) Alpha channel trickery. Create a panel that overlaps the curve, but hide the outer bit with alpha when texturing. (I'll be creating custom textures so not a problem, but it's a bit time consuming. :( )

I wonder if anybody has another solution(s)?

(Off to bed now, so assuming this does get any responses, it will be another day before I check back. Thank ye. )
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
11-18-2007 20:26
Floor section B will have to be 2 separate prims: One circular hollowed box prim which makes up the "fillet" against the round wall section, and an unhollowed, uncut box making up the remaining square section next to floor prim A.
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
11-18-2007 20:38
If you want your floor nice and seamless go with the alpha trickery. If you want the simple method go with the square prim with a circular hollow, as Deanna suggested. You won't necessarily need two prims for B though. Use cut to reduce the prim to just the curve section you need. If it overlaps adjacent floor pieces made it slightly thinner (to avoid flicker) and hide the ends in the adjacent pieces.
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Walker Moore
Fоrum Unregular
Join date: 14 May 2006
Posts: 1,458
11-18-2007 20:42
Hmm, I guess it will have to be 3 prims. The hollowed "fillet" prim can be no wider than 5m because it must be path cut to fit the quarter circle shape. Unfortunately, Wall Prim is 10m wide. Ouch.

The building is symmetrical so the same has to be done to the other side..which means my desire to keep the prim count low is off to a bad start. ;)

* With regards the alpha texturing idea to hide any overlap, it struck me there would be a flickering problem because the wall texture will have an alpha channel for the windows. :(

Edit: Just noticed your reply too Chip. Thanks for that. I guess I have to experiment a little more when I get back online tomorrow.
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Walker Moore
Fоrum Unregular
Join date: 14 May 2006
Posts: 1,458
11-19-2007 07:14
I just want to thank you both for the replies. As I said, the width of the curved wall B being 10m prevented a regular path cut hollowed box being used because (being path cut) it could no more than 5m wide.

However, I managed to solve the problem with a 20x20 huge prim. Path cut with a hollowed circle resulted in it being 10m wide and very close to the correct shape. There's a very slight gap in the upper floor, but that will be concealed by the balcony.

Thanks again. =)
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