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pintable displacement

pintable displacement

2004-05-13       - By Ben Kilgore

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Reply:     <<     11     12     13     14     15     16  

What I dont understand is why I have to use such a high res texture.  Seemed
the solution at first, but I dont really know why.  It is, after all, just a
map scaled up from 128x128 with nearest neighbor interpolation.  Why does MR
soften it if it's not high res?

View dependency-very true.  This was quite QnD.  Probably want to turn the
length way up if you do that, though it's probably hitting that 6 well
before the length.  Unless I still don't get it.

Grid is 10x10 btw.

Ben

-- -- Original Message -- --
From: "kim aldis" <kim@(protected)>
To: <XSI@(protected)>
Sent: Wednesday, May 12, 2004 5:55 PM
Subject: RE: pintable displacement


> There's absolutely no reason why there should be noise or why the
> displacement shouldn't be clean and sharp using a displacement map. If you
> want to break the polygons from the surface then you should create
polygonal
> discontinuity along the edges you want to break from the rest of the
> geometry. Try a displacement map on a cube to see what I mean.
>
> Ben's example is a good one but you should have view dependancy on, Ben,
in
> order to keep the geometry at optimum complexity. There's a danger of
there
> being either too many or not enough polygons in the view; you'll either
get
> memory problems or artifacts and moving closer or away from the object
will
> make matters worse.
>
> > -- --Original Message-- --
> > From: owner-xsi@(protected)
> > [mailto:owner-xsi@(protected)] On Behalf Of +
> > Sent: 12 May 2004 22:11
> > To: XSI@(protected)
> > Subject: Re: pintable displacement
> >
> > because this is not a clean solution and would create
> > unwanted displacement noise on the geometry (wouldn't be
> > perfectly sharp) i guess. as i asked, i'm interested to know
> > how i can drive the displacement or extrusion of polygon
> > faces (with the merge-off like way so they're independent)
> > via displacement maps as seen on the example.
> >
> >
> > Marc Bommersheim wrote:
> >
> > >Why don�t you prepare a texture in 2D.
> > >Use a mosaic effect to create flat surfaces and a matte with
> > the holes
> > >to sparate them.
> > >
> > >Marc
> > >
> > >
> > >
> > >+ wrote:
> > >
> > >
> > >
> > >>hi all,
> > >>
> > >>does anyone of you know how i can make a
> > pintable-like-displacement on
> > >>objects... for example the faces are displaced like an
> > extrusion with
> > >>the option "merge off", but this displacement would have
> > heights and
> > >>depths which are caused by the different greyscale values.
> > so i'd like
> > >>to get a straight displacement that pushes the particular faces via
> > >>the values of the displacement-map.
> > >>
> > >>this is a good example from sidefx:
> > >>http://www.sidefx.com/community/download/samples/pin_table/i
> > mages/pin_
> > >>table.jpg
> > >>---
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> > >>
> > >
> > >
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> > >
> > >
> >
> >
> > ---
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>
>
>
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