  | | | emitter driven by angle on edges. | emitter driven by angle on edges. 2005-05-12 - By Jeff McFall
Back Ive considered this in the past but never had a chance to try and implement it.
My idea would be to generate an image sequence from a top down ortho view on the surface of your water using an incidence shader to define your "sharp" angles on the waves. One could then use this sequence as a weight map for driving your particle emission.
Potential problems with this approach would be: - a relatively limited resolution of the weight map, given a potentially large surface of water. - It's a two step approach and would have all of the complications that come from that. - You would have to turn your entire water surface into an emitter and that could quickly become a performance problem for generating the particles due to its relatively large size.
I would really like to see how you are able to make this work whatever your solution is.
Jeff
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Pingo Sent: Thursday, May 12, 2005 1:29 PM To: XSI@(protected) Subject: emitter driven by angle on edges.
ok, don't quite know how to ask this question, so here's an example...
say I got a grid that deforms... like an ocean surface. so there's waves with ridges and slopes.
Now I want to emit particles if the angle on an edge is larger than... say 180 degrees - so where ever the waves are sharp there's... foam.
I'm kinda looking for something like what the dirt shader does, only inverted, but it doesn't quite do what I want it to do... not even sure I can use it to drive an emission...
I'm also assuming I need something that can drive a weight map... So can I get XSI to calculate the angle on edges (or between polygon normals... something) and make the map?
anyone?
cheers all!
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