Object Effect idea - 3-D Object tiling

Thought of a new effect that could be useful - 3-D Object tiling.

Should work just like the regular surface tiling on a single object, but would apply to the 3-D object instead.


Effect Mode: 3-D Object Tile
Mod1: create copies of object along the X-axis
- (DMX 001 would be 1 copy, DMX 002 would be 2 copies, etc, etc)
Mod2: create copies of object along the Y-axis
Mod3: create copies of object along the Z-axis

Two other effects that could work in tandem with this one are:

Effect Mode: Object Tile Spacing
Mod1: Adjust the distance between "object tiles" on the X-axis
- (DMX 000 would butt them up together 255 would be the farthest spacing apart)
Mod2: Adjust the distance between "object tiles" on the Y-axis
Mod3: Adjust the distance between "object tiles" on the Z-axis

Effect Mode: Object Tile angle/pitch shif
(used to create diagonal shifts or offsets between tile "layers" or "forced perspective" type looks by creating a gravitational center whose origin could be shifted to sort of re-align to object tiles)

Mod1: Ajdusts "gravitational center" of tiles along the X-axis
Mod2: Ajdusts "gravitational center" of tiles along the Y-axis
Mod3: Ajdusts "gravitational center" of tiles along the Z-axis
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  • Hey Marty,

    I spoke with Tom concerning your ideas. He's fairly certain that what you suggested can be done, but he did raise one important point:

    When "tiling" the objects like this, we would essentially be rendering more and more 3d meshes as the number of instances of the object are increased. If I am reading your suggestion correctly, there would be 256 meshes possible on each axis, giving a total possible mesh count of 16,777,216 meshes on a single layer. Each mesh that is rendered puts more load on the graphics card. Compounding that, each object has a unique number of vertices, and the more vertices an object contains, the more work is required by the video card to render the object. The 4x3 rectangle is easy, the gothic cross is a bit rougher. Depending on what is dialed in, the graphics engine could be ground to a hault.

    So, in a very long winded way, what we would need to look at is an upper limit of the number of "tiles" that could be created. Any suggestions on what a reasonable upper limit would be are welcome :1zhelp:

    Hope this makes sense.

    Thanks,
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  • Hey Marty,

    I spoke with Tom concerning your ideas. He's fairly certain that what you suggested can be done, but he did raise one important point:

    When "tiling" the objects like this, we would essentially be rendering more and more 3d meshes as the number of instances of the object are increased. If I am reading your suggestion correctly, there would be 256 meshes possible on each axis, giving a total possible mesh count of 16,777,216 meshes on a single layer. Each mesh that is rendered puts more load on the graphics card. Compounding that, each object has a unique number of vertices, and the more vertices an object contains, the more work is required by the video card to render the object. The 4x3 rectangle is easy, the gothic cross is a bit rougher. Depending on what is dialed in, the graphics engine could be ground to a hault.

    So, in a very long winded way, what we would need to look at is an upper limit of the number of "tiles" that could be created. Any suggestions on what a reasonable upper limit would be are welcome :1zhelp:

    Hope this makes sense.

    Thanks,
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