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Oh,
well there you go... that's the function I was talking about. I knew there was
an easy solution to that problem.
"Laisse faire Seb!! J'pense que c'est plus simple comme ca
anyway!!"
Mathieu
-----Original Message----- From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM]On Behalf Of Sam
Cuttriss Sent: Thursday, April 27, 2006 3:49 PM To:
XSI(at)Softimage.COM Subject: Re:
Multi-Displacement
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
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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...
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