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A "real " 3d texture.

A "real " 3d texture.

2003-11-17       - By Hoehne, Brad

 Back
Reply:     1     2     3     4     5     6     7     8  

  Hi,

  I've been trying to simulate a ragged 3 dimensional structure, with
the 3d structure of a marble texture.   As far as I can tell, all textures
3-d or not, map just to the surface of an object- the 3-d textures getting
their surface information from some solver that figures out what the 2d
surface map should be for the shape at that given point.  Normally, this
isn't a problem.  However, when one adds transparency to the object, the
superficial nature of the texture becomes clear.  If one applies the
"Leather" texture, say, and then maps the 3-d texture to the transparency of
the a lambert shader, one sees that only the surface of the object contains
information about the object, and that the now semi-trasparent object is not
filled with the 3 dimensional lattice of the leather texture.   In other
words, the texture is not a "real" 3-d texture.  The object looks "hollow."

  The only way I've managed to get around this and create a "real" 3d
texture, is by nestling many many versions of the same shape inside itself.
Say I'm using a sphere.  I duplicate the sphere 50 times with, say, a scale
of .98 applied in all three dimensions.  So now I have a bunch of 50 nestled
spheres of decreasing size.  Then whatever texture I'm using is applied to
all the duplicated objects.  If I do a fine enough number of cuts, and I am
careful to have at least some parts of the texture map completely
transparent, then I get a pretty good facimilie of a "real" 3-d texture.

  Can anyone think of another, better, way?

  Brad H.
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