A "real " 3d texture. 2003-11-18 - By Hoehne, Brad
Back Hot dog! That's it! Works just great. Kinda' limited in geometry, though. Brad H.
> -- ---- -- > From: Bruno Pollet > Reply To: maya@(protected) > Sent: Tuesday, November 18, 2003 4:14 AM > To: maya@(protected) > Subject: ***RE: A "real" 3d texture. > > 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. > Confidentiality Notice: This e-mail message, from Children's Hospital, Columbus, Ohio, including any attachments, is for the sole use of the intended recipient(s) and may contain confidential and privileged information. The recipient is responsible to maintain the confidentiality of this information and to use the information only for authorized purposes pursuant to Children's Hospital's confidentiality policies. If you are not the intended recipient (or authorized to receive information for the intended recipient), you are hereby notified that any review, use, disclosure, distribution, copying, printing, or action taken in reliance on the contents of this e-mail is strictly prohibited. If you have received this communication in error, please notify us immediately by reply e-mail and destroy all copies of the original message. Thank you.
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- List-help: <mailto:listar@(protected)?Subject=help> List-unsubscribe: <http://www.highend3d.com/maya/listserver/> List-subscribe: <http://www.highend3d.com/maya/listserver/> List-archive: <http://www.highend3d.com/maya/archive/>
|
|