I'm trying to export a cinema4d scene file into illustrator.
i need to create the vectors for the cubes i have in c4d.
but when I export the result is as in picture
(top is an actual screenshot of the render - bottom is the illustrator exported file)
Is there any way to output the cubes as i see in the render? I mean, the vector files turns out to be almost perfect.. the "front face" of the cubes, depending on the rotation of them, will sometime disappear (you can see some cubes look like if they're empty).
is there any way through some kind of settings to achieve the same result of what i'm seeing in c4d (solid cubes instead of empty ones)??
thanks
Related
I've an image like the one in the following link
https://www.freecodecamp.org/news/how-to-center-an-image-using-text-align/
I want to cut and move one half of the image close to the other (one building close to the other in the example image share above). In real case, I have a similar image with white space in between. To cut one part of an image I do Object-> Clip -> Set on the selection. This crops the selection alone. But I am not sure how to select and move the selection.
Could someone please help?
Duplicate the image, then clip both images to the two parts that you need. Then use snapping to move them both together exactly.
Or (better), use a raster graphics editing tool of your choice and do the same. While the above-described workflow works, Inkscape, being a vector graphics editor, is not the appropriate tool for this kind of thing.
I have created 20 webpages full of charts for a client. They want to print them as part of a publication so I am needing to turn SVG into EPS.
I've imported a large d3-generated SVG into Illustrator. The CSS is inline so most of the formatting has come through (thanks to this answer: Can I turn SVG and external CSS into EPS?). However there are two problems. One is that three out of four x-axes are replaced by a thick black line. The other is that some of the data (three lines on the bottom right chart) are completely missing. Does anyone have any clues as to what is wrong?
I have looked through the CSS in the hope of finding something that favours one particular axis or tick but can't see anything. I can't share the SVG or page because it's driven by client data, which is confidential.
Grateful for any help
Emma
Original SVG:
New Illustrator EPS:
In case anyone else has the same problem, I thought I'd post how I worked this out. The problem was CSS-related. Illustrator renders CSS differently, and applies slightly different rules to my text editor. In particular:
class names containing underscores are ignored;
font-size using vw are ignored;
where two opposing CSS rules apply, it seems the first rule is taken (haven't tested this properly)
CDATA declarations have to be within the svg tags
Sometimes the path to the element has to be spelled out far more clearly than a browser would require
A bit late to the party but I noticed such artifacts as well with Illustrator. If you open the SVG in any other browser it works fine. My solution was to use InkScape and then re-save the SVG files. After this Illustrator handles the SVG well.
This isn't exactly an answer to your question, but if you're only looking for an image that's of a high enough resolution to print, and don't necessarily care about it being vector vs. raster graphics, you can always use a high-resolution screen (if you have a 4K/5K screen laying around, use that, but an iPad may do the trick too), zoom in so that each SVG chart takes up as much of the screen as possible, then take a screenshot. If you're doing an extremely large high-quality print of just the chart, it may not work, but as long as it's a smaller piece of a larger document, you'll likely get a large enough image that it being raster graphics won't affect the quality of the printing.
This approach certainly has its disadvantages, but it's relatively quick, simple, and gets the job done.
EDIT: It looks like printing to a PDF will also preserve SVG graphics, and (at least on my computer) there doesn't appear to be any differences between the two images. Once it's in PDF, you'll be able to import into Illustrator pretty easily, and extract the actual SVG graphics from there.
I have an SCNNode that has its geometry populated from a collada file (.dae) and displays correctly on screen. I can apply materials to the geometry easily enough, however I'd like to change the scale of the material.
I currently populate it with
nodeArray[0].geometry?.firstMaterial!.diffuse.contents="wood.png"
but the scale of the material is too small. While I can edit the png in GIMP or something similar and import it as wood2.png is there any way I can set the material scale programatically?
what do you mean by "too small" ?
Geometries are made of different sources such as the vertices' positions, but also their texture coordinates. These texture coordinates (they belong in [0,1]x[0,1]) are specified per vertex and indicate where to look in the texture.
In your 3D modeler please check that your texture coordinates match what you want (i.e. they cover the whole image i.e. they go from 0 to 1 in very direction), and make sure that your image has no extra transparent margin or other wasted space.
You can have a look at SCNMaterialProperty's contentsTransform property. But please check your model and texture before using it.
You need to open your UV snapshot in an image editing software like Photoshop, scale the wood texture in Photoshop over your UV's, then resave your PNG/JPG, move PNG/JPG back to Xcode
I recently purchased Drew Wilson's Pictos icon library. It is a library of flat, monochromatic icons for use on the web and elsewhere. The only issue is: they're vectors. I know my way around Illustrator a little bit, but ultimately I want to import these icons into Photoshop CS4 and resize to various dimensions.
When I import an icon and resize it to, say, 20x20 pixels, I notice that there is a fair bit of aliasing around the edges of the icon. I'm sure there is some magic number where the edges of these icons will remain crisp, but I can't find any option or setting that will allow me to size these icons properly.
How can I snap these icons to the closest size that removes or minimizes the aliasing?
The aliasing / pixelating is because vectors export out of illustator # whatever size they're copied #
Try opening the icons in illustrator... scaling them waaay up
And then just keep a copy of the huge ones in a separate layer
Copy that layer when you want to scale it down ..annnd that way you'll have a copy to work with..and u won't have to re
Open the file every time u need to make an edit
And a good rule of thumb for pixelation is
You can always size down.. but sizing up will create pixelating in bitmaps
Chances are, you have your logo in .eps format. If you do, open your .eps file in Photoshop. A dialog box will pop up asking the size you want to import. Be sure to select RGB color if this will display on the web. Select the Anti-aliasing checkbox. When your file opens up, zoom in, and you'll notice that Photoshop has neatly anti-aliased all of your edges for you.
I'm creating a web app in ASP.NET like this one:
http://www.zazzle.com/cr/design/pt-mug
I know how to do everything except wrapping an image around an object.
It would be a simple task to do if I would only have to stack an image on
top of the other, if they were flat, but if it is a round object, as this mug
is, it's kinda tricky.
My first guess was to create some sort of algorithm for GDI+ that would
simulate "wrapping" image around an object (actualy it wouldn't be an 3d object,
it would just be a screenshot of it).
I figured it would be to raw approach and it would result in very bad quality,
if I could ever make it work.
So, my second guess was to implement somekind of 3d renderer to whom I would
give an image map for some object, it would render me that image onto an object
and in real time return me rendered image. Is that posible?
Is there any other way? Where do I start?
If you are willing to try a commercial product, my company makes a raster processing SDK for .NET called DotImage. If you try it, take a look at PolygonTransform. You supply a polygon as a list of points, and the class warps the image to fit inside the polygon. If you need sample code for it, let me know.
It might be some sort of OpenGL 3D rendering, but an image could easily be morphed in a purely 2D way for this effect. Horizontally, it would need to be squished where it goes off the side of the cup. Each column of pixels needs to be shifted vertically by varying amounts depending on which column - such that a horizontal line the image would become like a "U" shape. With the right parameters, such a morph could mimic the proper 3D shape. Lighting effects could be applied to, by brightening/darkening the image a bit in the right places.