A "real " 3d texture. 2003-11-17 - By Hoehne, Brad
Back 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?
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