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First a little bit about the
clutter-mesh in general |
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The clutter-mesh, what the heck
is it, what's it good for and how do you use it? |
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It is a actually a type of
ground texture that is a combination of texture and object. |
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It's function is to give the
area CLOSE to the CAMERA more detail without using regular objects. |
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To use a clutter-mesh choose the
PAINT tab and find the clutter-mesh texture you want. |
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(Remember that the clutter-mesh
is PAINTED because it's actually a ground texture) |
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The mesh of the clutter-mesh
will be found in the OBJECT tab. |
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The mesh of MY clutter-mesh sets, for
example, can usually be found in the TRS Tall Trees |
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section of
the OBJECT tab and, in most cases,
will have c-m at the end of the name, such as |
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prairie_grass_c-m. |
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These objects may also be used
by themselves as objects. |
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Functionally the clutter-mesh
can be thought of as 'painting with objects'. Beyond it's normal |
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range, that is beyond the
maximum distance where the mesh appears, the ground texture will still |
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be visible. Within the maximum
distance the mesh is visible too. |
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The clutter-mesh is relatively
simple to create: |
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A texture is chosen as the PAINT
portion. |
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An object is chosen as the MESH.
Small objects, such as bushes or grasses, work best. |
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The two are linked/combined by
using a tag in the config.txt file of the PAINT (texture) half of the |
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clutter-mesh, that REFERENCES
the MESH (object) and causes it to be placed, at random, as |
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the texture is painted. |
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I normally use a group of
objects as the MESH because this helps in creating more dense |
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coverage. |
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Controlling the MESH is very
difficult! In fact it can't be controlled! All one can do is clean up after |
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it! Because it is only used near
the rails this can cause problems. |
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Having the mesh in amongst the
rails only looks good on abandon lines and what is the |
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camera doing there... the line
is abandon! |
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So most of this tutorial is
concerned with cleaning up after application of the clutter-mesh. |
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The
clutter-mesh was introduced with TRS2004, earlier versions lack this
feature. |
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Click on the
vignettes below to download the two CDP's, |
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Blackberry clutter-mesh and the Blackberry spline 3. |
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These are the
two examples I use in the tutorial. |
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View my selection of clutter-mesh
sets |
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For this
tutorial I have used my content and file nomenclature. |
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Begin by choosing the PAINT tab
and navigating to the correct texture, which in this case is the
BlackBerry_grnd texture in the TRS TALL TREES directory.
Next, set the
radius
and
scale dials to the minimum,
all the way to the left.
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'Stamp', with a single left mouse
clicks, individual copies of the clutter-mesh along both sides of the rail
line. DO NOT
paint as you normally would. The
clutter-mesh tends to erase itself if painted as you would a regular
texture. And definitely NO
SPINNING!
We are striving for control! |
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Even with practice the
clutter-mesh has a mind of it's own. With each 'stamp' of a new area ALL of
the previous areas of clutter-mesh change/shift a bit! (Yes... it's
maddening!) |
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To remedy this I have plan... I
know you've heard that before!
Select the TOOLS tab. Next
select the COPY icon and then the PAINT icon. Notice that the terrain and
object icons are not highlighted.
We do not want to copy either
the terrain or any objects. |
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With the COPY and PAINT icons chosen, the next step is to copy an area of
texture from beneath the rails that has not had the clutter-mesh applied.
This will give us a 'clean' piece of texture to paste over the
clutter-mesh that is on the rails.
To copy the texture click and hold down
the left mouse button and 'drag' out a small square. The smallest you can
draw is one grid square. |
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When you have drawn the small square around a piece of clean texture you
are ready to paste. Select the PASTE icon and the PAINT icon. (which is
still highlighted from the copy session)
When you choose the PASTE icon
the white dotted PASTE frame attaches to the mouse cursor which allows you
to place it wherever you need to. |
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When you paste the texture,
with a left mouse click, the
clutter-mesh at that area will disappear, USUALLY! But let's face it,
usually rarely happens. You may need to stamp the texture several times to
effect the change. As you are doing this the clutter-mesh in other areas,
is changing a bit too! This stuff can be maddening! |
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Continue along the track,
stamping the clean texture and clearing the clutter-mesh from the rails. |
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Here is the result of your
hard work, ( it took me 30 seconds to clear this much rail). |
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The final touch. Because the
clutter-mesh is only visible at very close range I use matching splines
and/or individual pieces of matching objects in the same area. Close up
the clutter-mesh make the scene dense with brush, as the train goes by,
and out ahead beyond the clutter-mesh the splines and individual bushes
maintain the illusion. |
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Continue to
next Page |
The above
process was necessary because the mesh used was large enough to cause
problems with the rails. I have also built clutter-mesh sets which are
shorter than the height of the rails. Theses are no trouble at all to use
and can be painted right over the rails. On the next page I will discuss
these. They will be available on the DLS
soon or you can find them now on the next page or my
Content Preview
Page.
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View my selection of clutter-mesh
sets |
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