Converting to a Custom Model

The Custom Model tool is used to convert the currently
selected objects into a single model. Once one or more objects have been
converted to a custom model, their polygons, smoothness, and material mapping
can be freely edited.
To convert to a Custom Model:
1.
Select each of the objects you wish to include in the custom model. For help,
see Selecting Objects.
2. Click
the Convert to Custom Model button that is found near the top of the
screen under the Modeling tab.

Tips:
•
Converting to a custom model will change the available editing options.
Therefore, it is best to copy and paste your objects before converting them.
Editing Points
It is sometimes useful to edit the points of a custom
model, which is done by clicking the Edit points button and making adjustments.
For details, see Editing Points or view the
instructions below.
To edit the points of a custom model:
1.
Click the custom model in your Landscape Design in order to select it.
2.
Click the Edit points button, found in the Properties, to enable point editing
mode.
3.
Move and delete points as needed. See Editing
Points for details.
4.
When finished, click the Edit Points button again to disable point
editing mode.
The picture below shows a cylinder that was converted into
a custom model with point editing mode enabled.

Editing Polygons
It is sometimes useful to edit the individual polygons of a
custom model. When editing polygons, you are able to set materials, shaders,
material mapping, and smoothness. Polygons can also be moved and deleted as
needed.
To edit the polygons of a custom model:
1.
Click the custom model in your Landscape Design in order to select it.
2.
Click the Edit polygons button, found in the Properties, to enable polygon editing
mode.
3.
Click the polygons you wish to edit in order to select them. See Selecting objects for details.
4.
Modify the selected polygons by changing their position, material or material
mapping, smoothing, or shader.
5.
When finished, click the Edit polygons button again to disable polygon
editing mode.
The picture below illustrates a custom model that has
several polygons selected.

Editing Smoothness
The smoothness of a custom model can be edited for the
entire model or just for the selected polygons.
3D models are simply collections of flat polygons that form
shapes, meaning that there are no true curved surfaces. However, using this
“smoothness” technique, curved 3D models are made to look smooth and natural.
Some objects need to be smooth, like the pole of a landscape light or the inside
of a round spa. Other objects should not be smooth, such as the walls and
corners of a house.
To smooth the polygons of a custom model:
1.
Click the custom model in your Landscape Design in order to select it.
2.
Click the Edit polygons button, found in the Properties, to enable polygon editing
mode.
3.
Click the polygons you wish to edit in order to select them. See Selecting objects for details.
4.
Click the Set smoothness button, found in the properties, and move the slider to
the appropriate value.
5.
When finished, click the OK button and then click the Edit polygons
button again to disable polygon editing mode.
The picture below illustrates a simple sphere that has one
smooth side and one faceted side.

Setting Mapping
The term Mapping refers to how a material is applied
to a 3D object. When editing a custom model, there is a Set Mapping
feature that is used to reset and modify a model’s mapping.
To set mapping on a custom model:
1.
Click the custom model in your Landscape Design in order to select it.
2.
Click the Set mapping checkbox, found in the Properties, to reset the material mapping
and display additional options.
3.
Modify the With, Height, Angle, and Offset as needed.
In the picture below, two sheds are shown. Both sheds are
identical, but the shed on the right has had its mapping modified using the Set
Mapping option.

Setting a Shader
A Shader is an effect for a model. Shaders are easy
to set and can cause your models to look much more realistic.
To Set a Shader on a custom model:
1.
Click the custom model in your Landscape Design in order to select it.
2.
Click the Shader drop-down menu, which is found in the Properties.
3.
Select the effect that you would like your model to use.
Shader Types
There are six different shaders available in Realtime Landscaping Plus. When deciding which shader
to use, consider the material of the object that you are working with. For
example, a glossy planter should have a Shiny shader, and a wooden shed
should use a Matte shader. The most common types are listed below:
•
Normal: A Normal shader is moderately shiny.
•
Matte: A Matte shader is not at all shiny.
•
Shiny: A Shiny shader should be used on very glossy or polished
objects.
•
Chrome: A Chrome shader causes the material to look like reflective
metal.
•
Glass: A Glass shader causes the object to look like transparent
glass.
•
Semi-transparent: A Semi-transparent shader enables you to see through
the object. The object may be 25%, 50%, or 75% transparent.
The picture below illustrates some of the different types
of shaders available.

Polygon Material Mapping
In some cases, it is useful to apply multiple different
materials to a single object. For example, if a wooden chair has a cushion, then
you can select the polygons of the cushion and change them to the appropriate
material.
To set a different material to a selection of
polygons:
1.
Click the custom model in your Landscape Design in order to select it.
2.
Click the Edit polygons button, found in the Properties, to enable polygon editing
mode.
3.
Click the polygons you wish to edit in order to select them. See Selecting objects for details.
4.
Click the picture of the material that appears to the right of the screen and
then select the new material that you would like to use.
5.
When finished, click the Edit polygons button again to disable polygon
editing mode.
The picture below illustrates two planters. The planter to
the left is just one material, and the planter to the right uses two
materials.

See also:
Custom Model
Properties Adding a Box Adding a Ramp Adding
a Cylinder Adding an Extrusion Adding a Lathe Adding a
Loft Adding a Part Setting Object Properties Selecting Objects Selecting Points Editing Objects Using 3D Booleans to Create
Complex Models
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