I want to convert 3dsmax file to patent diagrams in different perspectives. I am new to 3dsmax, and i want to know if there is any method to export it to line drawings like the ones that is available in patents

I want to convert 3dsmax file to patent diagrams in different perspectives. I am new to 3dsmax, and i want to know if there is any method to export it to line drawings like the ones that is available in patents

A toon shader is typically used for this. Use the 'Ink 'n Paint' shader on your models, and set it for the kind of look you are after.

The color RGB vector is multiplied by the shade coefficient (the cosine value as you initially assumed) The logarithmic scaling is done by the target imaging device and human eyes If your colors get too dark then the probable cause is: the cosine or angle value get truncated to integer...

Here's a solution, but you'll have to change the test to something other than pDist1 > pDist2: segmentAngle = (math.pi * 2) / numberOfSides pRawAngle = math.atan2(y, x) pAngle = abs((pRawAngle % segmentAngle) - (segmentAngle / 2)) pEdgeAngle = pRawAngle - pAngle pDistanceToEdge = radius * (math.cos(segmentAngle / 2) *...

graphics,unity3d,3d,game-engine

If you don't use realtime shadows (it's an option, often on mobile), than you can have more or less 2 approach for dynamic objects: Use lightmap data baked into probes to approximate per-vertex lighting (no need to have realtime light). It's an approximation but can work on some contexts. Use...

python,matplotlib,plot,3d,surface

Apparently, after some trial and error, the best/easiest thing to do in this case is to just to convert the r, theta, and z data points (defined as 2D arrays, just like for an x,y,z plot) into cartesian coordinates: # convert to rectangular x = r*numpy.cos(theta) y = r*numpy.sin(theta) z...

First off, have a look at the documentation for the Leap Motion Python API. Then examine the Sample.py program in the SDK samples folder. Sample.py provides an example for getting just about every piece of information available from the API. For your specific problem above, Finger.TYPE_INDEX gives you an enumeration...

python,performance,dictionary,3d,pygame

Pygame doesn't have the ability to do this natively. If you really want this, you'll need to brush up on your trigonometry to map lines from the 3D space to the 2D screen. At that point, you'll essentially be re-implementing a 3D engine.

You can use conditional plotting. splot 'data.txt' u ($1==6 ? $2:1/0):3:4 title 'At-no 6' w points pt 7, \ 'data.txt' u ($1==7 ? $2:1/0):3:4 title 'At-no 7' w points pt 7, \ 'data.txt' u ($1==1 ? $2:1/0):3:4 title 'At-no 1' w points pt This creates ...

The following describes a way, which should work for your situation. Compute normal in billboard space For example, you could use your texture coordinates here float3 normal = float3(Tex.x*2-1, 0, Tex.y*2-1); normal.y = sqrt(normal.x*normal.x+normal.y*normal.y) Create an orthonormal transformation matrix (World -> Billboard) This matrix consists of the three normalized base...

You can calculate the bounding box of your mesh, and scale it based on the number you get to make it the same size as other objects.

Generate the points in the straight position then apply the rotation (also check the origin of the coordinates).

OpenGL's window space is always defined to have the origin at bottom left corner. Using some projection matrix will not flip this. It will only add a mirroring component to the transformation from eye to clip space (where later window coords are derived from). So if you feed gluUnporject with...

You are defining the variable material in two places, and consequently you are passing MeshBasicMaterial instead of LineBasicMaterial to the THREE.Line constructor. three.js r.71...

To add reflection first you need mirror light vector by surface normal all these are unit vectors: l - (yellow) to light source n - (aqua) surface normal r - (green) reflected light direction e - (orange) to eye/camera direction points: p - (red) - rendered pixel position q -...

If you are referring to rotating an image during a Swing paint operation, then the correct way to do this is with an AffineTransform. Graphics2D graphic; graphic.drawRenderedImage(image, AffineTransform.getRotateInstance(Math.PI)); Unfortunately AffineTransform does not support perspective transforms (by definition a transform is only Affine if parallel lines remain parallel). For perspective transforms...

opencv,image-processing,3d,camera-calibration

x, y image point only determines a ray from the camera centers through the image point. It has infinite number of possible z and when you multiply images point with inverse matrices you will get an equation of a ray or a line. It is impossible to get 3D from...

Welp, i fingered it out myself! #cube { width:500px; height:150px; background: linear-gradient(45deg, black 0%, black 43%, transparent 43%, transparent 60%, black 60%, black 100% ), linear-gradient(-45deg, black 0%, black 43%, transparent 43%, transparent 60%, black 60%, black 100% ), linear-gradient(90deg, black 0%, black 44%, transparent 44%, transparent 56.5%, black 56.5%,...

algorithm,3d,geometry,distance,computational-geometry

Find affine transform M that translates this ellipse in axis-oriented one (translation by -p and rotation to align orientation vector r and proper coordinate axis). Then apply this transform to point p and check that p' lies inside axis-oriented ellipsoid, i.e. x^2/a^2+ y^2/b^2+z^2/c^2 <= 1

If you are okay with using contour or contourf, you can do something like this: import numpy as np import matplotlib.pyplot as plt from mpl_toolkits.mplot3d import Axes3D # Prepare sample data - normally distributed NSamples = 5000 vmin, vmax = -2, 2 X = np.random.normal(loc=-.1, scale=.5, size=(NSamples,)) Y = np.random.normal(loc=.1,...

Your approach is almost correct, but you are failing at updating the info of the faces array. With every volume section you add, you add new vertices to the final mesh, so the vertices indices on the face array should be shifted accordingly. For that, keep a counter of the...

update after further clarifications and chat The whole proint is that 3D transformatins are not commutative. This means that translating and then rotating is different that rotating and then translating (will produce different results). In some special cases these can coincide (e.g origins are at 0,0,0 and so on..), but...

web,unity3d,3d,augmented-reality,unity-web-player

Try this. Furthermore, I would just uninstall everything and just reinstall with a stable version of Unity 5.

Are yRes and xRes declared as int? If that's the case, the division y/x may be 0. Try casting one of the variables to float. In addition, I noticed that you are calculating the aspect ratio using yRes/xRes. If you are using yRes for height and xRes for width, you...

python,matplotlib,plot,3d,surface

Even if I agree with the others that meshgrids are not difficult, still I think that a solution is provided by the Mayavi package (check the function surf) from mayavi import mlab mlab.surf(Z) mlab.show()...

The Box() constructor is meant for serialization only and doesn't initialize the mesh. The constructor in your upper example is deprecated. Use: tower = new Box(0.5f, 0.5f, 0.5f); This will create a cube of the size 1x1x1 centered at [0, 0, 0]. Also, make sure you look at the tower....

Theoretically normals are not really vectors, they are really best though of as bivectors, it just so happens that in 3D both vectors and bivector have three components so it is common to identify they two. If we lived in a four dimensional world we would not have this confusion....

math,matrix,3d,quaternions,rotational-matrices

vec_res = (inverse(VM) * conversion_to_matrix(q) * VM) * vec_input Is perfectly valid. The problem is... inverse(VM) * conversion_to_matrix(q) * VM is NOT equal to conversion_to_matrix(q) Therefore you have to keep the original equation in its entirety....

Imagine, instead of a camera, you're moving your head around in 3D space. then Camera.Position is specifying where your head is located, Camera.LookDirection determines the direction you're looking at and Camera.UpDirection shows the orientation of your head. the following pictures clear things up for you. In the first Image, Camera...

arrays,image-processing,multidimensional-array,3d,wolfram-mathematica

Your Mathematica syntax is seriously wonky. And you probably shouldn't be using Do, or any other looping construct, in the first place. Let's take some baby steps before we try to walk ... According to the documentation, and my experience, Image3D[{img1,img2}] loads the list of 2D images (the list is...

c++,algorithm,3d,marching-cubes

Lots of questions. I am going to try to give some pointers. First of 200^3 is a pretty small dataset for ct! what about 1024^3? :) Marching cubes is built for regular grids. So wether data is defined at cube vertices or centers really does not matter: just shift by...

This problem is probably the most basic rotation question in game programming. Using your Vel.X and Vel.Z values, you have what you might think of as the vector you wish to rotate in the x/z plane (instead of x/y - but same idea). Whether velocity or position, the approach is...

The following MAXScript function demonstrates how to calculate a box2 of the safe frame dimensions, given a point2 of the viewport size and the render size. We need to account for two separate cases: one where the differences in aspect result in spacing on the left and right, and one...

If you want to get the pitch, yaw and roll angles at any stage after several rotations, you can get them from the transformation matrix of the 3D model. If you have a look at the transformation matrix after several rotations: Transform T = model3D.getLocalToSceneTransform(); System.out.println(T); you'll see something like...

You missed one line on the Wikipedia page where So add this line n0 = n / norm(n); and change the final line to L = ((n0*A)-d); ...

You could do the following: library(scatterplot3d) a<-c(1:10) b<-c(1:10) c<-c(1:10) #remove x labels using x.ticklabs = '' scatterplot3d(a,b,c, main="3-D Scatterplot",color="blue", pch=19, type="h", lty.hplot=2, box=F, scale.y=.5, lty.grid=1, lab=c(9,5,1), xlab="", ylab="", zlab="", x.ticklabs='') #add the labels using the text function. srt specifies the angle. text(x=b, y=1, pos=1, labels=b, srt=45, adj=1, xpd=TRUE, offset=0.5) And...

You should use labels.append instead of numpy.append Example code - labels = [] for line in lines: lab = [h/100, maxf, title] labels.append(lab) Also this would create the labels list as - [[1,34,u'te],[2,44,u've],[4,43,u'ht]] [1,34,u'te],[2,44,u've],[4,43,u'ht] is not possible in python, these are either three different lists, or they are enclosed by...

You can do this using rgl package (interface to openGL) in R and the turn3d function ## Define a function (ys must be positive, we are spinning about x-axis) f <- function(x) 2*exp(-1/2*x) * (cos(pi*x) + sin(pi*x)) + 2 xs <- seq(0, 10, length=1000) plot(xs, f(xs), type="l") ## Rotate about...

matlab,user-interface,3d,rotation,lighting

Implement own rotation functionality You can implement an own functionality to adjust the axes and the lights at the same time. This way the light gets adjusted continuously while rotating the axes. function follow_me_1 figure axes('buttondownfcn', @buttondownfcn); % assign callback set(gca,'NextPlot','add'); % add next plot to current axis surf(peaks,'hittest','off'); %...

I see you also created a github issue. That's the right place to ask this.

c++,opengl,3d,drag-and-drop,mouse-picking

I'm used to solving these user-interaction problems somewhat naively (perhaps not in a mathematically optimal way) but "well enough" considering that they're not very performance-critical (the user interaction parts, not necessarily the resulting modifications to the scene). For unconstrained free dragging of an object, the method you described using unproject...

A possible solution could be: to define a matrix of colour indeces: since you need 9 colours it should be a (9 x 3) matrix to use the value stored in the 5th column of your data to select the color in the color matrix (i. e. to select the...

c++,3d,directx,direct3d,directx-9

In your code (downloaded), xRes and yRes are ints. Due to integer division, yRes/xRes will be zero, because xRes > yRes. You are passing this into the D3DXMatrixPerspextiveFovLH function as the aspect ratio, which will produce an invalid matrix. Instead, cast them to floats first, before doing the division, and...

I think your error in the 3D vs 2D surface colour is due to data normalisation in the surface colours. If you normalise the data passed to plot_surface facecolor with, facecolors=plt.cm.BrBG(data/data.max()) the results are closer to what you'd expect. Unless you have a strong reason for using imshow, you may...

I fixed it! First thing I had to do was add my buffer binding and attribute pointing into the while loop, I guess you have to tell opengl about them every time you call useProgram. The second thing was I needed to call glUniformMatrix4fv if I wanted to pass my...

matlab,image-processing,plot,3d,surface

Setting those values to NaN should do. Here's an example: [x, y] = ndgrid(linspace(-1,1,500)); z = cos(2*pi*(x+y)*2); z(x.^2+y.^2>1) = NaN; %// remove values outside unit circle surf(x,y,z,'edgecolor','none') colorbar view(2) axis equal ...

Your projection matrix is following the "classic" OpenGL conventions: viewing direction is (0,0,-1) in eye space (last row of the matrix). However, your view matrix does not follow that convention: You must put the negated forward direction into the matrix (also for calculation the translation z component there). In its...

javafx,3d,transparency,transparent,javafx-3d

Transparency in JavaFX 3D shapes has been a long time request... until recently: Since JDK8u60 early access release b14, transparency is enabled in 3D shapes. You can add color with transparency as diffuse color, like in this answer. Also you can add images with some transparency level on every pixel,...

Using some simulated data this should get you what you want. The key is that you have to create your bivariate bins, accomplished using the cuts() function. Then treating the binned factors as levels we can then count the combinations of each factor level using the table() function: library(plot3D) ##...

I'm taking you at your word that you want circles, so you need to push the plot area into the upper right corner: outHalfCirc <- function(r,colr) {opar=par(xpd=TRUE, new=TRUE) #plot ouside plot area polygon(x=seq(r,-r,by=-0.1), y= -sqrt(r^2 - seq(r,-r,by=-0.1)^2) , # solve r^2 = x^2 +y^2 for y xlim =c(0,7 ), ylim=c(0,10),...

I solved my own problem. The reason is that I mixed up two versions of OpenSceneGraph, one is compiled with VS2012 without JPEG plugin and the other is compiled with VS2010 with JPEG plugin. The OSG compiled with VS2010 will not work under VS2012. Now I've found another OSG compiled...