France
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Re: Where the cirle ends and the sky is joined...
It's possible if you make your sky image seamless at its left and right borders. Either you have real pictures of the sky of a 360° landscape that you assemble in an equirectangular image with a software like Hugin, or you edit a sky image and alter it to make it seamless which is what I performed for the blueSky.jpg, cloudy.jpg and veryCloudy.jpg sky images provided in the default textures catalog of Sweet Home 3D. It requires some patience, but it's not so difficult. See also this tip and texturify.com that proposes many equirectangular images.
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Emmanuel Puybaret, Sweet Home 3D creator
Denmark
Joined: Jul 7, 2013
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Re: Where the cirle ends and the sky is joined...
Hugin was a great tip, thank you!
Making seamless joints works great on textures, and is, as you mention, not so difficult. This problem, however, is not solved by using the mirror image technique, since the main object (the moon) must be placed exactly where the sky is joined, and mirroring it only creates a kaleidoscope-effect (like on your veryCloudy.jpg sky, where you can see the face of a geriatric hippie at the joint, with a little imagination if you look closely -:)).
I really should have thought about this when I created the scene, and avoided getting the most picturesque view exactly where the sky is joined, but let me ask one more question: Is it possible to rotate the whole scene, with all the levels (23) and the walls and the floors?
France
Joined: Nov 7, 2005
Post Count: 9426
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Re: Where the cirle ends and the sky is joined...
I don't use the mirror technic. I rather use the Clone stamp tool to change the original image at its border, like described here.
If you want to rotate the whole scene, choose Edit > Select all at all levels menu item and use Edit > Rotate menu available in Advanced editingplug-in. Be sure to save first, in case of problem.
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Emmanuel Puybaret, Sweet Home 3D creator
Denmark
Joined: Jul 7, 2013
Post Count: 635
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Re: Where the cirle ends and the sky is joined...
@Puybaret
Aha. The advanced editing plugin. Let's try that...
I rotated the whole scene 90ᴼ. Afterwards I placed a 100 X 100 meter (biggest possible, to show the dimensions of the construction) white cross at the new zero point. As you can see, the scene's zero point was shifted from 0, 0 to -6,500, 130 (which makes it quite a job to re-calculate my long list of stored positions).
Now, how does the rotate-function determine the center point, and why should it disregard the original zero point of the matrix, as long as the entire layout is selected? Would it not be both the simplest and the most natural to define the pivot at 0, 0 ?
The reason why this seems important to me, is because I'm planning on making a full quality video-sequence. It will probably take four weeks to render, but I have planned on rendering it while being away on holiday (in Norway). And the image in my last post, is a test rendering (fr.29) of a two second video sequence I have already rendered as a test. It rendered 2 seconds of video ( 50 frames) in 80 hours, and part from the sky, the result was amazingly beautiful. Rendering 20 seconds will probably take like four weeks and produce a 24 GB video file, which I still have room for with 43 GB of memory free when SH3D is running. But, of course, I'm prepared to be disappointed. The computer might fail, and there might be power outlet... or the Bulgarian Mafia might come and steal everything. But if it works, I will proudly show you the result -:)
BTW: Cloning and mirroring is basically the same technique. You end up with matching patterns, which is the only way to make it seamless, and it WILL produce a kaleidoscope-effect. I have struggled with this since I learned it in art school (2002), so I'm not unfamiliar with editing. The problem occurs when the splice happens in the middle of an important object, as showed in the image. To have a continuing image across the splice, seems to be extremely hard to accomplish. An option to rotate the hemisphere, would make it easier.