Hints and Tips
The first set of hints are specific to qemLOSS3 and some of its new
capabilities. These are some tips you should be aware of and will
provide some reinforcement to things that were hinted at in the
tutorials, and maybe even mentioned explicitly, but need to be
reinforced one more time. The second section of hints and tips will
include items applicable to all versions of qemLOSS.
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If your model has Endomorphs, you want to make sure the base
position is being displayed before running qemLOSS3 by choosing
"(base)" from the M pull-down menu at the lower right corner
of Modeler. After running qemLOSS3, the reduction process
usually finishes with one of the Endomorph positions being displayed in
Modeler's viewports, rather than the base Endomorph position. I tried
to force the qemLOSS3 plugin to select the base position before and/or
after the reduction process, but there seems to be an oversight in the
Lightwave SDK that doesn't allow me to select the base position (the
plugin can select any of the morphed positions, but I could not figure
out the proper method to select the base position). Especially
if you have already run qemLOSS3 on your object, and you want to try
another reduction, please verify that you have the base Endomorph
displayed in the viewports. This is very important,
otherwise qemLOSS3 will assume the position being displayed is the base
object, and it will perform the reduction as if that is the base object
and all relative morphs will be added to that position. (With the
proper spin on things, maybe this could be touted as a feature of the
plugin :-).
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You can use the Weight Map Reduction Constraints to reduce just
a selected portion of your object. Select all vertices of your
object and create a new Weight map (why not call it qemloss) with high
initial weight values, 100% or more. Now select that new Weight map and
then select all the vertices in the area or areas you want to reduce.
Assign a low weight value (possibly even 0 or a negative value) to
those vertices. You will also want to make a note of the number of
polygons found in the areas you want to reduce and how many polygons
should exist in those areas when the reduction is finished, because the
difference in those numbers will be needed to calculate the final
Reduction Goal . Run qemLOSS3, change the Reduction Goal (it's probably
easiest to use the Polygons requester), and enable the "Use
Weights as Reduction Constraint" parameter under the WGHT tab. You
can use the "Weight Maps" pull-down and
"Multiplier" parameter to provide a specific multiplier to
that one Weight map if more precise control is needed.
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Selection Sets (PICK maps) are not discussed at all in the
tutorials, but they are just a special case of vertex maps. Any
Selection Sets assigned to your object will be preserved during the
reduction, but the only controls available for the reduction process
are the Discontinuous Vertex parameters. There are no numeric values
assigned to a Selection Set that can be used for the geometric error
metrics. So unlike the discontinuous TXUV, WGHT, RGB, and RGBA maps,
discontinuous Selection Sets will not automatically be handled by the
reduction process. However, you can add geometric error weight to the
discontinuous vertices found in your Selection Sets in the same way
that geometric error weight was added to the discontinuous vertices in
a UV map in the second tutorial.
These are some hints and tips from users of qemLOSS3 and previous
versions of qemLOSS. If you have had some success using the qemLOSS
polygon reduction plugins in a project, and would like to share your
own ideas, please send me the tip or hint (marvinl AT email.arizona.edu),
and I will be glad to add it to this list. I enjoy receiving feedback
from users, so any thoughts you might have are definitely welcome!
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One of the very first users of qemLOSS3, Alexandre Labedade (Alexx)
has written a
very useful script called Weighter that allows the use of a
simple weighted shape to apply weight on a more complex object.
Currently the script can be used to simplify the process of assigning
weight values to the complex object's Subpatch Weight Map. The object's
Subpatch Weight Map can then be used in qemLOSS3 to constrain the
reduction of various parts of the object, similar to the standard
Weight Map techniques described in the third tutorial.
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qemLOSS is a good way to produce triangle-only models for applications
that require them. The first major step qemLOSS takes is to triple your
polygons, which will increase the polygon count if your model contains
non-triangular polygons. By providing a Reduction Goal of 100%, the
model will be reduced back to the original number of polygons, but now
they will all be triangles. If that reduction doesn't preserve your
model's shape well enough, don't hesitate to try percentages over 100%,
those models will still be smaller than the tripled original. Thanks to Ernie Wright for
this tip.
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This plugin is an excellent way to create low-res stand-in objects for
scene layout, or for multi-resolution models and the LOD plugin. Several resolutions of an
object can be created quickly and easily using qemLOSS, and then LOD
can use the object replacement capability in Layout to substitute a low
resolution object in place of an object with a high polygon count when
it is far away from the camera.
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Jon "shine" Jones
has created a web page titled Reducing
Polygons in Lightwave. He discusses various techniques for
discovering polygons that can be eliminated in many Lightwave models.
His final step uses qemLOSS to reduce the model to its final polygon
count. And even though I like people to read and understand this
qemLOSS document, it's still nice to hear his comment about qemLOSS:
"...and it'll reduce the polys and put it in a new layer.
Check the poly count. 400? But the model looks the same! How can this
be? I don't care, it works, that's all that I care about. ;)".
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Larry Shultz specializes in
3D character modeling and animation, and creates very nice low polygon
count characters using spline cages. His online Spline Patching
Tutorial describes his method for creating these 3D characters.
Larry also posted information to the Lightwave Mailing List about how he uses
qemLOSS during the process of creating lower level of detail
objects for his animations.