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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