This section describes the tools available for viewing and modifying with the 3D model displayed in the View Model Window. Please read the appropriate tutorials sections for an idea of why and when to use these tools and for tips on making the most of the tools available.
All the tools available from the View Model toolbar can also be accessed from the menu except for the number of triangles slider. This menu can be accessed either from the main menubar when the View Model Window is active or by right-clicking in the View Model Window.
With the CTRL key whilst dragging to spin the object around the centre of the window. button selected, dragging the mouse rotates the object about its centre. Hold the
With the button selected, dragging the mouse moves the object left/right and up/down.
Dragging up and down the screen using the button moves the object backwards and forwards, making it appear smaller or larger. The mouse wheel can also be used to do this.
Holding down Ctrl will temporarily swap between pairs of these tools, returning to the original tool when the key is released.
Clicking the button will return the camera to its default position. This has the whole object visible in the window and rotated to be viewed from the direction of the "tick mark" on the calibration target(s).
Clicking the button will return the viewpoint to the previous position.
Clicking the button after will move forward in the viewpoint history.
These options affect what is seen in the window, in particular how the model is drawn. Depending on what information has been generated for the model, not all these options will be available all the time.
It is sometimes helpful to remove the texture, for example, to help see the shape. You can also change the colours used for the window background and the wireframe from The 3DSOM Pro Settings Window.
The button displays the model with lines around the edge of each triangle. This can be used to get a feel for how many triangles there are in the mesh and where they are dense or sparse.
The button displays the model as a solid object but without texture. This is a good display mode to use when reducing the number of triangles in the mesh since you will see when the shape of the object starts to change.
The button displays the final model with a texture map generated from the images.
The button this mode displays the model textured using the closest available source image. This is helpful for visualising how the textured model may appear before you have generated the texture map e.g. whilst you are still editing the geometry.
When the textured model is displayed, the button toggles a virtual light source. This is a useful preview if you are intending to export the model to a 3D editing package where you might relight it.
You can use keyboard shortcuts to swap between display modes:(F5), (F6), (F7), and (F8).
To identify the location of one particular camera, temporarily select it and open the Align Wizard to highlight it, but be careful to cancel the alignment operation afterwards.
During alignment operations, one of the images being aligned is displayed as a backdrop behind the model so that the model can be position to match this image. To help do this more accurately, there are some additional tools enabled only during alignment operations.
With the button selected, dragging the mouse up and down the screen zooms into or out of the current image allowing more or less detail to be seen. This differs from which moves the camera closer to the object thereby altering the perspective — instead it keeps the object fixed relative to the background image.
With the button selected, dragging the mouse scrolls around the image, keeping the object fixed relative to the background image. Again this differs from which would move the object relative to the background image.
Holding down Ctrl will temporarily swap between these two tools, returning to the original tool when the key is released.
Clicking on the button will reset the magnification so that the whole image fits in the window.
The model is generated as a triangle mesh and a technique known as decimation is used to allow the number of triangles in the mesh to be varied interactively. As the number of triangles is reduced, the vertex that contributes least to the shape of the object is removed and the mesh reformed with one fewer triangles.
The number of triangles in the currently displayed mesh is shown in the View Model toolbar. Below it, there is a slider that can be used to interactively change the number of triangles. Alternatively, you can type directly into the number of triangles.
Note: If the slider is replaced with abutton then you have probably cancelled the decimation process. Press this button to setup the decimation and display the slider again.
You can change the number of triangles even after the model has been textured, but it may be worth re-generating the textures once the final number of triangles has been chosen as the results may be different. See the section on Adjusting the decimation in Building the wireframe model for more details on choosing an appropriate number of triangles.
The button will create a new image in the project from the current viewpoint, using the current geometry to define the mask for the image. This mask can then be edited and will modify the geometry next time the surface is generated. If the texture has been generated, you will be offered the chance to save a rendering of the model to an image file on disk associated with the new image.
When the button is selected the clip plane is shown and dragging the mouse up and down moves the virtual clip plane up and down. Because images are usually taken from above the object, there is usually a slight 'doming' under the base of the object. Clipping is used to remove any parts of the model that are mistakenly included from the stand the object was placed on. To hide the clip plane, simply drag it down below the base of the model.
Clicking the button causes all geometry below the current clip plane to be cut off. You can undo this operation by selecting menu item. See the section on Clipping away the stand in Building the wireframe model for more details.
The button allows you to interactively filter out outlier points from the point cloud. A dialog will be displayed and by dragging the slider to the left you can eliminate more points and keep the more reliable 3D points.
Click the View Model Window. To start defining the region simply click in the View Model Window with the left mouse button. You can click points on the desired curve boundary and these will be smoothly interpolated (if the curve is too sharp a corner is created instead). You can hold down the left mouse button and drag to interactively place the next point. Hold down the CTRL key to create a sharp corner. Click on the first point to close the region. Once you have defined a closed region you can extrude, flatten, smooth, push or pull the surface as well as delete points in the button to start interactively drawing a closed curve or polygon from the current 3D view. An additional toolbar of region-based editing tools will popup in the corner of the point cloud within the extruded region.
When defining a region with thebutton, you can use the mouse-wheel to zoom-in or out as well as the button and the button.
The button toggles displaying the model with an orthographic projection instead of a perspective one. In orthographic mode extruded regions are prisms and a circular region would be extruded to a perfect cylinder rather than part of a cone.
The buttons in this group are displayed in a popup toolbar if you have selected the button. You should define a closed region before selecting any of the buttons.
Click the left and right arrows to select an anchor point and Delete to delete the point. button after defining a region to switch to push-pull 3D editing mode. In this mode you can interactively push or pull the surface within the defined region. First place an anchor point (displayed as a red sphere) on the surface by clicking with the left-mouse button (drag to adjust the point position). Then use the button or button to push the surface forward (into the screen) or pull the surface (out of the screen) — a green sphere is displayed where the selected anchor (red) point should end up. Hold down the buttons to push or pull the anchor point in larger increments. You can also use the viewpoint tools to examine the model from different directions as the model is updated. You can add more anchor points (if you changed viewpoint you will need to reselect push-pull editing mode), then use
Click the button after defining a region to pop up an interactive slider that allows you to adjust the amount of smoothing to apply to the surface within the region. Check the preview box to see the result.
Click the button after defining a region to "flatten" on the model. Note that the boundary of the region remains fixed and the interior is modelled as a "membrane" similar to a film or soap bubble. So if the boundary of the region is flat the result will be a completely flat interior. Otherwise the effect is to "iron" out any bumps inside without changing the surface near the boundary.
The Extrusion Tool Window dialog will be displayed allowing you to interactively define the extent of the extrusion using a slider. You can click the "Preview" checkbox to see the result. By default the extruded region is removed from the model geometry (a Boolean subtract operation) — this is sometimes referred to as a "Cookie Cutter" tool. If you click the "Add Back" checkbox the extruded region is added to the current model (a Boolean union operation) and you can interactively define the other extent of the extrusion using the slider. The "Fit plane" checkbox creates an alternative extrusion that is perpendicular to a plane fitted to the surface at the region boundary. button is used to extrude the boundary curve after you have defined a region boundary. The
Once a texture map has been generated, it can be edited using an intuitive 2D interface by taking a copy of the rendered model from a particular viewpoint, modifying it in a separate image editing package, and then pasting it back into the model. The Editing the textures tutorial describes different ways in which this technique can be used.
Clicking the button renders the model through a virtual camera from the current viewpoint and places it on the clipboard.
Clicking the button blends the image on the clipboard into the current texture map. The image must be the same dimensions as the other images in the project. You can undo this operation by selecting menu item.
With the button selected, left-dragging on the model applies a special texture brush that can be used to quickly fix blemishes in the generated texture map. The closest image to the current viewpoint is used to interactively paint into the existing texture map. A soft brush is used to avoid any "seams". This is a fast alternative to modifying the textue map using the copy-paste mechanism.
Whilst the CTRL key and left-drag to rotate the model and change the closest image used whilst painting.button is selected hold down the
In "measurement mode" you can click and drag on the model to measure the distance between any two points on the model. A popup window displays the position of the start and end position in 3D space and the distance between them. You can change the displayed units using the drop-down menu. Close the popup measurement window to hide the info and switch to rotating the model.
Note: to get accurate measurement information you should make sure you enter the "Mat Scale" setting in the 3DSOM Pro Settings Window - see The 3DSOM Pro Settings Window. For imported models (OBJ, STL, 3DS) make sure the units in the file are mm (the default for models exported from 3DSOM Pro).
Hold the CTRL key while in "measurement mode" to temporarily switch to rotating the model as you drag. Select the button to view the model and final measurement line from a different angle.
Once you have created a texture map you can also manually create additional maps to represent material propeties on a per-pixel basis. These additional "channels" are exported in the OBJ, WebGL and 3DSOM Pro Java formats to enhance the model appearance.
Use the menu item to create (or replace) a new material channel. You can choose to create a specular or transparency channel which can be initially a single colour or based on the currently selected channel.
Use the menu item to delete the currently selected material channel.
Use the menu item to replace the current material channel with the negative image of the existing map (black pixels become white and vica versa).
The menu item, menu item and menu item switch the current channel to the "Diffuse", "Transparency" or "Specular" maps. Once you have switched map you can manually edit using the Texture Editing tools.
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