Chief_Content

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Posts posted by Chief_Content

  1. The last of our Limited Edition 2023 catalogs, Holiday Ornaments, is available right now!

     

    20231206184009_Limited-Edition-2023-Christmas-Ornaments.jpg


    These ornaments are sure to spice up any holiday scene on their own, but pair this catalog with the Virtual Ornament Design Studio (SSA only) to make them even better by customizing them yourself!
     

    Pair these downloads with a QuickStart video to guide you through the Virtual Ornament Design process, using Chief Architect and Substance Player.

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    All this is available until the Chief Grinch takes it away on Dec. 27!

    • Upvote 1
  2. Check out works by some of our favorite artists - our Chief Architect family and friends!

    We put together this diverse artwork material catalog for you to add a touch of interest to your scenes, and also to highlight some of the talent we know first hand.

    These pair nicely with our recent Picture Frames catalog and our Mirrors and Frames catalog.

     

    We'd love to see how you put these works to use; tag us @chiefarchitect on social media when you share your renderings.

     

    20230925151536_Materials-Art.jpg

     

    If you have your own favorite art and artist you'd like to show off, use these tips to add them to your scenes and your library browser:

    Importing and Applying a Custom Picture

     

    Please always get permission before using or reproducing an artists creations.

     

     

  3. 14 hours ago, Renerabbitt said:

    Can you explain this in a bit more detail? why would placing a cube around a mesh improve UV mapping within Chief? Is this some internal thing we don't know about?
    What is the point of placing all meshes at a same origin point?
    I can see maybe doing this if you are trying to isolate a scan of something say from its stand like a tripod etc. I think we are missing some context on this post.

    Of course!

    Placing a cube around the individual meshes does not improve the UV mapping within Chief. The purpose of this is to make all separated meshes have the same bounds and volume so that a user can accurately place them at one point - enabling the separated meshes to appear as one mesh. You can them block them together or convert them to a symbol; allowing the objects to be edited as one object. 

    This process ensures the texture coordinates are targeted correctly without disrupting the smoothing of the mesh(es). Note that this process if for Meshroom assets which are generated as one single mesh with multiple texture assignments. 

  4. Hello @robdyck,

    Here is a workflow for Meshroom by AliceVision:

    1. Separate your scanned mesh into separate meshes based on texture assignments within your 3D editor of choice.
    2. Place a cube around each separate mesh that is larger in volume than your original mesh. This makes the absolute bounds of all meshes equal to on another so that they all have the same origin upon import.
    3. Import the individual meshes into Chief.
    4. Place all of your separate meshes at the same point.
    5. Assign an invisible material to all of the cubes that belong to each mesh.
    6. Create individual materials for each mesh based on their texture assignments.
    7. Assign the materials to their corresponding meshes.
    8. Block all of the symbols together and add them to your user library.

     

    Following the process above will result in a more accurate asset than if you were to set your smoothing angle to 0 degrees. While smoothing angle 0 does enable your texture coordinates to appear correctly as @Renerabbitt suggests , it will also result in surface anomalies during PBR raytrace. Unless you are using your scanned asset as a focal point of your scene/render, Rene's suggestion is easier and faster while yielding an almost identical result.
     

    SingleMesh.thumb.png.697c2e495df8455410597778a4023096.pngMulti-mesh.thumb.png.594c67651fb8b5dc1bac67a20b951a10.png


    The image on the left shows smoothing anomalies due to 0 smoothing while the image on the right shows alignment anomalies due the object being made of multiple meshes.

     Let us know if this works for you or if this process breaks during any step.