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...
thats not really true.
apart from the transforms almost nothing is evaluated "per instance".
true enough, textures that are spatial will be evaluated properly, but thats
not per instance, but rather per sample - the texture itself is one and the
same for all instances, it just looks different at different points in
space.
if you use an image implicit and feed that proper coordinates it should also
stretch through all the instances.
something like making a floor with tiles and having one big painting on
them?
It would be fixed in space though, and if your instances move they would
"swim" through the texture.
Making the coordinates for this is not so trivial though.
If I remember correctly, you need a vector state set to intersection point,
then plug that into 2 B/W gradients that use the vector x and the vector z
respectively. you can do the placement through the min and max. those
gradients converted to scalars could be fed into a vector again that would
in turn feed the image implicit.
A lot of hassle to get it to work and quite limited, since you'd be
restricted to either xy, xz or yz plane.
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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