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A "real " 3d texture.

A "real " 3d texture.

2003-11-18       - By Bruno Pollet

 Back
Reply:     1     2     3     4     5     6     7     8  

This tutorial on volume shading by David Hoffman could be usefull to
you,

http://www.highend3d.com/maya/tutorials/davidhofmann1/

Problem is that you have to use renderprimitives, not actual geometry to
get some result.

Cheers

Bruno

-- --Original Message-- --
From: maya-bounce@(protected) [mailto:maya-bounce@(protected)] On
Behalf Of Hoehne, Brad
Sent: lundi 17 novembre 2003 20:57
To: 'maya@(protected)'
Subject: A "real" 3d texture.


  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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