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A "real " 3d texture.

A "real " 3d texture.

2003-11-18       - By Hoehne, Brad

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Reply:     1     2     3     4     5     6     7     8  

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.
>
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