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emitter driven by angle on edges.

emitter driven by angle on edges.

2005-05-12       - By Jeff McFall

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

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!

pingo
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