Sizing primitive for Video textures.

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Sizing primitive for Video textures. // Roundtable

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Post by davidjohnson // Aug 24, 2006, 8:56am

davidjohnson
Total Posts: 169
I have a video texture that is 720X540 and I would like to place it on a primitive that is the exact same size - how can I do this? Is there a tool to let me make a shape in pixel sizes as a video frame like the one I listed?

Post by GraySho // Aug 24, 2006, 9:11am

GraySho
Total Posts: 695
pic
How about making a cube/plane with 7.2 width and 5.4 height? Fairly simple ;)


If you don't know yet, a right click on the cursor button opens the object info box with numerical fields for object position, rotation and scale.


Btw, as I see it, the Roundtable Forum is more for discussions around tS and CG, questions should go under Tech Forum.

Post by TomG // Aug 24, 2006, 12:26pm

TomG
Total Posts: 3397
Well a 3D object doesn't have a size in pixels - since the final size in pixels depends on how large an image you render too, and how far away the object is.


What you do is as noted below - you set the RATIO of the size of the object to the same ratio as your image file or animation file. This ensures you do not stretch or squash your texture, so it remains undistorted.


Now the only way of getting an object an exact pixel size that I can think of is to make the window that pixel size, and adjust a camera so that the object entirely fills that frame.


If however you have a cube sat in the middle of a scene, and you want the cube to be "exactly 700 pixels" - well, there is no way I can think of to figure that out. You would have to render, measure it in a 2D app, and then adjust, render, measure, etc.


another route is to render the object separately, make sure it is larger than you need, and combine it into your scene in 2D post process, where pixel sizes have a very definite meaning :)


HTH!

Tom

Post by stan // Aug 24, 2006, 12:53pm

stan
Total Posts: 1240
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Tom, you can get pretty close with a screen tuler
http://www.spadixbd.com/freetools/?referrer=JRulerUser
:D

Post by Norm // Aug 25, 2006, 5:49am

Norm
Total Posts: 862
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In computer world, we have displays that use a resolution of 72 pixels per inch. So this is what you see when you view your monitor. If that is accepted, you can create a primitive in trueSpace, with world-scale set to inches and divide texture by 72 in width and height. This would give you a relative close proximity to actual size. You could use this info to create the primitive.


I believe simplest idea is best; keep ratio is important. If you have correct ratio, you can scale the object and texture will be scaled properly as well.

Post by Bobbins // Aug 25, 2006, 6:06am

Bobbins
Total Posts: 506
In computer world, we have displays that use a resolution of 72 pixels per inch. So this is what you see when you view your monitor.


That hasn't been true for a good long while! Any attempt at sizing this way is doomed to wild inaccuracies:


A 15" display at 1024x768 has a horizontal width of about 12", giving 1024/12 which is approx 85dpi


A 17" display at 1024x768 has a horizontal width of about 13", giving 1024/13 which is about 79dpi.


A 17" display at 1280x1024 has a horizontal width of about 13", giving 1280/13 which is about 98dpi.


Don't even get me started on CRT dot pitches........


It ain't gonna work!
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