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sketchup导入3dmax技巧(sketchup导入3dmax技巧)

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sketchup导入3dmax技巧(sketchup导入3dmax技巧)sketchup导入3dmax技巧(sketchup导入3dmax技巧) sketchup导入3dmax技巧(sketchup导入3dmax技巧) sketchup导入3dmax技巧 3dmax导入技巧sketchup可以将场景模型导出为3ds、dwg以及dxf的标准工业格式, 因此为我们配合其他软件对场景进行进一步深化和完善提供了便利.比较符合以往习惯的是输入到3dsmax中进行渲染处理. 在输出场景之前, 先认识一下sketchup中记录模型文件的特性: sketchup对模型管理的重要特征是群组和组件...

sketchup导入3dmax技巧(sketchup导入3dmax技巧)
sketchup导入3dmax技巧(sketchup导入3dmax技巧) sketchup导入3dmax技巧(sketchup导入3dmax技巧) sketchup导入3dmax技巧 3dmax导入技巧sketchup可以将场景模型导出为3ds、dwg以及dxf的 标准 excel标准偏差excel标准偏差函数exl标准差函数国标检验抽样标准表免费下载红头文件格式标准下载 工业格式, 因此为我们配合其他软件对场景进行进一步深化和完善提供了便利.比较符合以往习惯的是输入到3dsmax中进行渲染处理. 在输出场景之前, 先认识一下sketchup中记录模型文件的特性: sketchup对模型管理的重要特征是群组和组件, 利用这个特性我们可以方便的对某一组特定的选择集进行移动、旋转、缩放以及编辑等操作. sketchup中对于对象的基本描述是以线和面来定义的, 而max对对象的基本操作单位是可编辑的网格物体 (editable mesh), 虽然也可以对网格物体的点、线、面进行深层编辑, 但相对于sketchup来说直观性和易操作性显然比较难于掌握, 并且深层的编辑会导致贴图坐标的变形.所以为提高效率, 和避免一些不可测的因素, 模型应当在sketchup中尽量的完善, 避免在3dsmax中进行深层操作. sketchup可以输出dwg、dxf以及3ds格式的3d模型文件, 其中只有3ds格式可以记录材质信息, 因此一般情况下用于渲染的都采用这种文件格式的输出. sketchup和3dsmax中对应的操作对象: 当输出3ds文件时, 整个场景中排除群组和组件, 所有的线、面会组合成一个可编辑网格体, 每一个群组和组件都会各自转化为一个网格物体, 而群组和组件中的群组和组件将会被炸开, 被合并到最表面一层的群组或组件成为一个网格物体. 所以如果将整个场景成组的话, 那么输出的3ds文件将只有一个网格物体. 3ds输出选项设置 1、 single object 勾选此选项时, 整个场景将合并成一个物体被输出, 在sketchup中建立的群组和组件将不能被单独进行操作, 在场景中线面数很大的情况下有可能不能完成输出; (除非场景不需要做任何修改, 或场景较为简单时, 否则不推荐这种输出方式) 2、 objects city geometry 此选项将以群组和组件为单位输出物体, sketchup最表面一层的群组和组件被保留为单独的物体, 可以在max中进行单独灵活的各种编辑, 推荐使用.缺点是每一个群组和组件都会输出一个自身的复合材质, 就是说如果场景中有100个物体, 就会在max中产生100个复合材质, 使人对材质的编辑无所适从.对于如何快速编辑材质会在后面说到. 3、 output texture maps 如果不勾选, 输出材质中将不包含贴图信息; 贴图文件路径需要在max里添加, 建议将所有贴图复制到max模型文件所在工作 目录 工贸企业有限空间作业目录特种设备作业人员作业种类与目录特种设备作业人员目录1类医疗器械目录高值医用耗材参考目录 , 这样就不会出现找不到贴图的错误信息 (注: 建议养成习惯, 一般情况下, 包括lightscape, 三维渲染软件的贴图搜索路径第一个总是场景文件所在的目录, 这样既不会出错, 也节约了贴图搜索时间, 对于场景在不同电脑间的转移也带来方便) 4、 output 2 side 输出双面: 一般情况下不需要, 会额外增加模型量; 但是在sketchup建模阶段必须保证面法线正反的正确性, 否则反面 在max里无法显示, 产生丢面现象.materiar和geometry分别以材 质和物体产生双面. 5、 output standalong edges 输出边线, 对于max不必要. 6、 use "color city layer material 用层的颜色作为材质输出, 是以 层颜色进行管理的材质, You need to plan the material management method at the beginning of the modeling, the object (or surface) will be the color of the layer as its own material. Because components and layers in SketchUP are interpolated, it seems difficult to manage components when they have composite material. 7, Generate Cameras camera, the principle of each page will have a camera, but in practice it seems only the camera's view of the current page can be maintained, the other will go wrong, so it is still in the re establishment of the camera to max. 8, This is Units SketchUP 3.1 after some function, you can set the output of the model units, units in the correct models, generally do not need to change the output unit of the system, of course unit set in Max should also. Material management Open the 3dsmax and import the 3DS model of the SketchUP output. (the SketchUP model of the old house is under the resource version.) Open the rendering-Material/Map Browser to view the current scene material, will find that there are hundreds of composite materials in the scene, they were given Material# (*) said (* is the material serial number), how to edit the material did not start. Download the old model house of friends, if a little careful will be found to have a set of squares groups in the scene on the edge, may not understand why you want to do, in fact, this is the key to the material editor. Because each group of SketchUP produces a material, and when the group has only one material, a single material rather than a composite material is created. The single material in the max editor happens to be a single material composite material in all related to the scene, so long as the editing of the single material can change all of the same material composite material in the scene. All you have to do now is to build as many groups in the material column (not cleared up), and assign them to each other. Then you can output the 3DS model. Import model in 3dsmax, again to view the scene material, it will be found that the more the group material previously established in SketchUP, these materials are single, and the material name and SketchUP which is the same. These materials are imported into the material editor in association, and the composite material can be ignored. That's the simple thing. Surface output problem Numerous tests eventually convinced SketchUP that the smooth surface information of the surface could not be brought to max, and even worse, even with Max in MeshSmooth, it was impossible to smooth the imported surface in SketchUP. Although it was considered impossible, it never found the crux of the problem. I believe a lot of people didn't notice the problem, and some people noticed that they didn't find the answer. But as long as it is, we will be able to find the answer... There is a polygon in Max editor (not previously done on model Sketchup into the deep, edit) move in a plane when the plane was removed, and the surrounding nodes, edges and surface had no change. Day! The resulting model, each of which is independent, has its own independent edges and nodes, and the nodes and edges just coincide with the nodes and edges of adjacent faces, not shared. Each cell is just a flat surface, so you can't use smoothing. Finally found the reason! If all the coincidence nodes are welded together, the smoothing group can now be operated. If the smoothness is not enough, the operation of "MeshSmooth" and "smooth face" will be used: Explain the smooth angle: Is the same concept and SketchUP here, the size of the angle set near the interface of a smooth boundary, when the two plane angle is less than the critical angle, the two surfaces of the adjacent is smooth; when the two plane angle is greater than the critical angle, the two adjacent surfaces are not smooth effect.
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