jmc2obj / j-mc-2-obj

Java-based Minecraft-to-OBJ exporter.
http://www.jmc2obj.net
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Torch doesnt have a Polygon on the top #47

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Hey there, before I come to this issue I just wanted to say that realy 
appreciate your work and your helping me and others a lot :D

So there is a problem that the torches dont seam to have polygon on the top, 
which looks a little stupid in a close up shot (I dont know if this is just 
with Cinema 4D, I dont know a lot about how .obj are saved). I have attached a 
file to this issue to show what I mean.

Additonally I whant to ask if its possible to add the torch as a Proper 
3D-Moddel (like fences) instead of a # set up of polygons which you have to map 
with alpha channel Textures, which causes a lot of problems in Cinema 4D when 
enabeling ambient occlusion (what you realy need to make it look fancy) which I 
was not able to fix up until now (and  know some other ytubers that have the 
same problem). I have also attached a file showing the issue.

Thanks so much

RagingBlock

Original issue reported on code.google.com by corkillj...@yahoo.de on 12 Jun 2012 at 6:49

Attachments:

GoogleCodeExporter commented 9 years ago
Thank you for the report.

With regard to the model, I've noticed Paol has been working on it recently, so 
there are constant changes happening (do you have the most recent version 
r241?), although it's still not capped.

As far as ambient occlusion is concerned, this must be a problem with the alpha 
map. Not sure how to fix it in cinema4d, but given the texture map we have in 
minecraft, this is the way torches are done (same with flowers, lillypads, etc 
- did you check those out?)

Yes! You can change the model to a propper mesh and if you are doing animations 
for youtube, you are encouraged to do so. The built-in models are made to look 
like the game, but you are free to modify anything you don't like.

For an example of how to use meshes, just take a look at the blocks.conf file 
and the linked OBJ files in conf/models dir. To create an OBJ, you can model 
your torch in cinema 4D and export it as an OBJ file (make sure the model is 
centered and of proper size).

Note that you will need to adjust the model for different data values. These 
values determine if the torch is on the ground or on one of the walls. Read 
through the discussion in issue 36 for some hints on how to do this easily.

And write back here if you have any more questions.

Original comment by danijel....@gmail.com on 12 Jun 2012 at 7:06

GoogleCodeExporter commented 9 years ago
The lack of caps in the torch model was just me being stingy with the polygon 
count and hoping nobody would notice :)
I'll change it.

The ambient occlusion problem is because C4D is only taking the geometry into 
account, and not the texture. Blender AO suffers from the same problem. In 
blender there is no solution for this, I don't know about C4D.
Like Danijel said, the model has to be done this way in order to use the game's 
textures. There are other blocks that work the same way and they look equally 
ugly under AO.

You have 2 options: change to a rendering method that does true global 
illumination (AO is a fast hack to fake GI), or you can create custom models 
for the blocks you don't like. For close-up renders nothing beats good detailed 
models, but of course it's more work to do.

Original comment by p...@draic.org on 15 Jun 2012 at 11:35

GoogleCodeExporter commented 9 years ago
I have finaly found a way in Cinema 4d and im just quickly gonna describe the 
solution for other youtubers which might have the same issue.

Rendersettings>Ambient Occlusion --> Turn "Evaluate Transparency" ON

I feel stupid for not finding this earlyer O.o

Adding a polygon on top would realy help, since this might take a while untill 
its implemented I wanted to ask what size i have to sacale the 3D model. 1Block 
= 1 Meter or 1 Block= 1cm?

Thanks for the awesome support :D

RagingBlock

Original comment by corkillj...@yahoo.de on 15 Jun 2012 at 11:50

GoogleCodeExporter commented 9 years ago
Not sure if you don't have to check the options for that. One block is 
basically set as one unit in the OBJ file. The OBJ file doesn't define what the 
unit actually is, but the program may have a way to define that.

I suggest you crate a 1x1x1 cube in different units export it and check if the 
values in the exported OBJ are in the proper range.

Original comment by danijel....@gmail.com on 15 Jun 2012 at 12:06

GoogleCodeExporter commented 9 years ago
1 minecraft block = 1 meter = 1 unit in your 3D program.

Custom models should be centered at the origin, so one minecraft block would 
extend from -0.5 to 0.5 in each direction.

Original comment by p...@draic.org on 15 Jun 2012 at 12:58

GoogleCodeExporter commented 9 years ago
This issue was closed by revision r242.

Original comment by p...@draic.org on 15 Jun 2012 at 4:53