  | | | pintable displacement | pintable displacement 2004-05-13 - By Ben Kilgore
Back 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 > > >>--- > > >>Unsubscribe? Mail Majordomo@(protected) with the > > following text in body: > > >>unsubscribe xsi > > >> > > >> > > > > > > > > >--- > > >Unsubscribe? Mail Majordomo@(protected) with the following > > text in body: > > >unsubscribe xsi > > > > > > > > > > > > > > > --- > > Unsubscribe? Mail Majordomo@(protected) with the following > > text in body: > > unsubscribe xsi > > > > > > > > > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi
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