RE: Test...

Date : Fri, 26 Jan 2007 16:53:09 -0000
To : <XSI(at)Softimage.COM>
From : "Kim Aldis" <XSI(at)kim-aldis.co.uk>
Subject : RE: Test...
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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  • Follow-Ups:
    • Re: Test...
      • From: "Daniel Rind" <daniel.rind(at)chello.at>
  • References:
    • Re: Test...
      • From: "Daniel Rind" <daniel.rind(at)chello.at>

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