Now you're just showing off.
Wasn't it you that did AO for the first time in the RT Daniel?
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> Behalf Of Daniel Rind
> Sent: 26 January 2007 16:40
> To: XSI(at)Softimage.COM
> Subject: Re: Test...
>
> OK, there's something really weird going on here... I'm trying to send
> as plain text now:
>
> > That only 8bit data thing for the tangents is odd, since they use
> > float arrays...
> > on the other hand, that whole normal mapping technique is unprecise
> as
> > hell anyways, so I guess nobody will ever notice... ;)
>
> From taking a look at the SDK docu, it seems that Vertex Color
> properties (like the tangent op generates) are stored as short int
> internally. Still, that should give 65k colors per channel, not 256...
>
> > How about parallax mapping, can you shed some light on that
> technique?
>
> André already explained it nicely.
>
> I wanted to see if I could quickly mop up a rendertree that does
> parallax mapping, and it worked :) Looks quite nice, even.
>
> Here's a quick render:
>
> http://animus.brinkster.net/temp/Parallax.mov
>
> I also put the scene up:
>
> http://animus.brinkster.net/temp/Parallax.zip
>
> You can play with the PARALLAX_SCALE and PARALLAX_OFFSET nodes to
> influence the strength of the effect.
>
> Ciao, Daniel!
>
> PS: Looking at the render tree can also cause nausea, headaches and/or
> breathing difficulties :P
>
>
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