Any particular reason why you're using instances? The only situation
where I think instances are useful is for static, unchanging objects.
Even then, I now resort more on particle instances than instances.
They take long to save, and they have to be populated when you open
the scene.
It is my understanding that render-wise, instances won't save you
anything as well. Real geometry would allow you to do what you want.
Bernard
On 8/2/07, Antonin Messier-Turcotte <amessier(at)flystudio.com> wrote:
> Thanks for the reply... I'm not sure if it would work in my case though.
> Seems like the switcher has only 16 inputs, where I've got about 500
> instances. Plus, my texture doesn't repeat, it's one big texture
> covering the entire instance formation. So I don't think it would work,
> or maybe I'm misunderstanding your idea...?
>
> What's weird is that all shaders (for example phong or lambert, or
> reflection or even dirtmap) will be evaluated for each instance, while
> texture maps are only evaluated for the master model. Why is that?
>
> Antonin
>
> Sam Cuttriss wrote:
> > probably not instances,
> > but i imagine with the ba colourswitcher shader set to random you
> > ought to be able to offest the image uv remap parameters.
> >
> > just make your uvs the size of one repeat (on your image) then offset
> > by integers and you should be able to do it cleanly.
> >
> > there may be a cleaner way?
> > _sam
> >
> > *Sam Cuttriss
> > * Janimation 3D Aficionado
> >
> >
> > Antonin Messier-Turcotte wrote:
> >> Hi,
> >>
> >> Let's say I've got a big object made up of little cubes. Is there any
> >> way the cubes can be instances, yet they would grab a different part
> >> of a big texture that is projected on the whole big object? I can't
> >> seem to find a way to do this, even if the texture support is outside
> >> the model that was instanced. Shouldn't it be possible?
> >>
> >> Thanks!
> >>
> >> Antonin
> >>
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