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Tutorial #1

Reducing the number of vertices in spheres:

Spheres are the most complex shapes that can be rendered, in other words they have a lot of vertices, something you can't do much about unless you don't use them. It is easy to make a sphere that has 100's and even 1000's of vertices. What this means is LAG.when many are used in a small space. But there are some ways to minimize that and situations where it won't matter.

If you use 3Dmax5 you are in luck, if you use the other 2 common modeling program Wings3D and TS5.1, there is help too. The sphere that has the minimum number of vertices is called a geodesic sphere. Buckminster Fuller brought it to the public attention through his designs, the Epcot Dome in Disney World is a perfect example of it. It is a sphere that consists of equal sized triangles across the whole surface, as opposed to the usual sphere that has many slices with triangles that get smaller toward the top and bottom.

In 3Dmax the primitive is called a geosphere and the number of segments can be selected. A simple way to get a geodesic sphere into both Wings3D and TS is too use the Renderware primitive called sphere, it is obvious that the people who designed Renderware knew what they were doing. The script is really simple and the following sample code will work for this. You don't need to know any Renderware code, just copy the following code into notepad or any editor and save it with the .rwx extension.

This will produce a sphere with a radius of 1m with 102 vertices and 200 triangles.

modelbegin clumpbegin sphere 1 5 clumpend modelend

 

It can't get any simpler that that and this could be combined with a  model made by a modeler program, but that is the topic of another tutorial. You need a conversion program to import it into your modeler. The one I use is AccuTrans  that can read rwx files and convert them. After the file is converted to your modeler you can use it the same as any other object.

As you can see by the picture below, I picked a sphere with 10 layers and 16 section to make the facing triangles about the same size as the geodesic sphere. If you chose another variation, you mileage may vary as they say, lol. Both will have the same smoothness in AW, but as you can see there is a significant saving in triangles the other has 44% more triangles.

AW help http://www.activeworlds.com/help/aw34/rwx_sphere.html on the sphere is short, it will not tell you how many vertices each sphere will create as the second number increases. I have made a list for the first 10 numbers. My recommendation is to scale the number of triangles to the size of the object, the larger the object the more triangles you can use. As you may notice that the sphere has enough loops around it so it can easily be split into half or quarter without adding any additional vertices doing so. I all depends on the look you want. Items the size of an avatar hand can be between 66 and 102 and the will look quite round when the lightsampling vertex mode is enabled. When making domes 50m in size 1000 or more vertices is probably about right, I think the AW gate sphere with 10,000 vertices (according to ENZO) is overkill, even though it is 2 spheres, one inside the other.

sphere 1 2
18 vertices
sphere 1 2
18 vertices
sphere 1 4
66 vertices
sphere 1 5
102 vertices
sphere 1 6
146 vertices
sphere 1 7
198 vertices
sphere 1 8
258 vertices
sphere 1 9
326 vertices
sphere 1 10
402 vertices
sphere 1 16
1026 vertices

 

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