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Re: Creating a Point Mesh Based on Luminance or placing thousands of nulls?
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Re: Creating a Point Mesh Based on Luminance or placing thousands of nulls?
by
Dan Fassnacht
on May 8, 2012 at 5:22:49 pm
Hi Adam,
Thanks for your help this works great. I did run into a little snag but I think I found a solution.
When I export the OBJ out of cinema, plexus reads the polygons of the sphere in addition the the light points, also the cubes don't really translate well into plexus.
So I created a single point polygon by deleting the other points on the cube, made the cloner editable, which created a ton of render instance objects, unchecked render instance for all of those objects and made all of those editable which then created the mesh. Also I deleted the sphere as well.
Hopefully that makes sense, if you have another solution please let me know, again thanks for your help on this.
Best,
Dan
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Current Message Thread:
Creating a Point Mesh Based on Luminance or placing thousands of nulls?
by Dan Fassnacht on May 4, 2012 at 5:29:27 pm
Re: Creating a Point Mesh Based on Luminance or placing thousands of nulls?
by Adam Trachtenberg on May 5, 2012 at 1:50:47 pm
Re: Creating a Point Mesh Based on Luminance or placing thousands of nulls?
by Dan Fassnacht on May 8, 2012 at 5:22:49 pm
Re: Creating a Point Mesh Based on Luminance or placing thousands of nulls?
by Adam Trachtenberg on May 8, 2012 at 6:14:43 pm
Re: Creating a Point Mesh Based on Luminance or placing thousands of nulls?
by Dan Fassnacht on May 8, 2012 at 6:50:38 pm
Re: Creating a Point Mesh Based on Luminance or placing thousands of nulls?
by Adam Trachtenberg on May 9, 2012 at 5:56:46 pm
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