yeah apply a texture map, then use it to drive a push operator,
i guess to get the tesselation advantages of displacement you could
local subdivide the object excessively then run a polygon reduction on
it?
_sam
SAM CUTTRISS
3D
AFICIONADO
Philipp Oser wrote:
Thanx
Mathieu,
Yep, that's the one, though it's not behaving exactly as I thought it
would. The iterative thing is nice, though. And makes me a bit more
confident that something like that should be doable with multiple
textures. Might look into writing a shader for that...Another thing
would be to convert the first displacement to polygons (maybe with maya
- can XSI do that somehow?) and do the second displacement on the new
mesh...
Thanx a lot
Philipp
Mathieu Leclaire wrote:
You mean this one?
Mathieu Leclaire
R&D Programmer
Hybride Technologies
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf
Of Philipp Oser
Sent: Thursday, April 27, 2006 9:03 AM
To: xsi(at)Softimage.COM
Subject: Multi-Displacement
Hi everyone,
is someone still have the Waterblue-Displacement-Shader lying around?
Or has a working link? I'm trying to displace a geometry with multiple
textures and each new one should consider the already displaced
geometry and the new calculated normals. So if someone has a solution,
help is greatly appreciated...
Greetz
Philipp
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