Re: seamless discontinuity angle across multiple polyobjects
| Date : Tue, 13 Jun 2006 00:19:36 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: seamless discontinuity angle across multiple polyobjects |
Did a quick test following Matt´s post with a cylinder and a flatblueish normalmap, the results are a bit better than without the map but that could just be me and my weary eyes...
Admittedly, a simple cylinder with two, three shards extracted is an unfair example, a more complex geometry probably would hide the seams more but a cylindrish shape is what I need, a polished, even cylinder/tube...
I´d really wish there´d be a toggle to interpolate normals angle across seperate meshes/intersections. Could allow for cool effects.
tim
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Monday, June 12, 2006 10:51 PM
Subject: Re: seamless discontinuity angle across multiple polyobjects
Hi guys,
yeah I´d desire it as Francois described it, one can of course assign a geometry approximation to a parent or group but this doesn´t take neighbouring edges of seperate meshes into account for interpolation - which is what I´d need. Specular is pretty o.k. but reflections blow the illusion. Sourly swallow, if I´d set the geometry approximation discontinuity angle to 0 it´d work...how about an insane tesselation :?)
Matt, normalmap/usernormals sounds good, I´ll see if I can get that to work (won´t begin any modeling prior to next week).
Thanks!
Cheers
tim
----- Original Message ----- From: "Matt Lind" <speye_21(at)hotmail.com>
To: <xsi(at)Softimage.COM>
Sent: Monday, June 12, 2006 10:40 PM
Subject: RE: seamless discontinuity angle across multiple polyobjects
Capture a normal map of the intact hull, then apply it to the exploded version. This will allow you to use the original shading normals which should hide the cracks.
Matt
----------------- Matt Lind Animator / Technical Director Softimage certified instructor: Softimage|3D Softimage|XSI Matt(at)Mantom.net
seamless discontinuity angle across multiple polyobjects Date : Mon, 12 Jun 2006 21:20:42 +0200 To : <XSI(at)Softimage.COM> From : "Tim Leydecker" <BauerOink(at)gmx.de> Subject : seamless discontinuity angle across multiple polyobjects
Hi folks,
I have a cylinderish hull object (like in an aircraft´s hull) and would like to blow it to pieces, artdirected, I´d want to have a certain pattern of disruption and disintegration.
Modeling the shards and chunks is not the problem but for the sake of simplification I´d really welcome if there´d be a way I could use all the seperate chunks and have them share a unifying discontinuity angle to hide the seams between the seperate objects, while I progressively key in dynamic simulations. You guessed it, reflections and specular *break it*.
Is there a way to do that? the thing is to be pretty sloooow mo, so I can´t hide much and would really like to start from the intact shape slowly disintegrating...
Cheers
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