Re: One big texture on many small instances?

Date : Thu, 2 Aug 2007 12:01:32 -0700 (PDT)
To : XSI(at)Softimage.COM
From : Eric Lampi <ericlampi(at)yahoo.com>
Subject : Re: One big texture on many small instances?
I am doing something similar, a field of flowers making up a package logo.  Some elements are hand placed to follow the type and elements, but in general just evenly spaced with a texture projected over them all.

I had to use geo and it's a pain in the ass with over 2000+ of them, it was worse when I had 7 parts per flower instead of the merged version with 2 parts.

Well I found out one thing for sure, XSI *hates* lots of objects, this has been torture.

E
 
Freelance 3-D Animator, F/X Artist

----- Original Message ----
From: Antonin Messier-Turcotte <amessier(at)flystudio.com>
To: XSI(at)Softimage.COM
Sent: Thursday, August 2, 2007 1:36:38 PM
Subject: Re: One big texture on many small instances?

You're right, rendering is as long, but scene interaction is much faster 
using instances. Plus, if the model changes they're much easier to update...

I'll probably use duplicates, however I'm still wondering why texture 
UV's are evaluated only once when everything else is evaluated for each 
instance... Oh well...

Thanks for the reply.

Antonin

Bernard Lebel wrote:
> 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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