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A "real " 3d texture.

A "real " 3d texture.

2003-11-17       - By brettkeyes@(protected)

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Reply:     1     2     3     4     5     6     7     8  

Brad.
3d textures are indeed 3D in Maya,  try taking a single poly plane and
duplicating it say 100 times and have each duplicate offset 0.1 units
from the previous. combine all those objects into 1 and create a
lambert shader for it with a 3d texture connected into the transparency
and matte opacity and assign it to that object.  when you render that,
you can see that the texture does work in 3D.  this only works because
there is geometry there to be rendered....as 3d textures will not
'fill' a volume inside geometry.  I hope this helps.


On Monday, November 17, 2003, at 11:57 AM, Hoehne, Brad wrote:

>   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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