RE: BA Volume texture deformation?

Date : Wed, 2 Apr 2008 13:05:29 +0200
To : <XSI(at)Softimage.COM>
From : "Schoenberger" <XSI(at)digidragon.de>
Subject : RE: BA Volume texture deformation?
 
One thing you can try is the BA_Texcoord:
Check the sample scene.
 
Get a grid (converted to triangles, planar projection, freezed) on the right side and exactely the same on the left side of your cylinder.
(I assume your twist is bottom to top)
If you cut your object horizontally, you get a planar projection, but from bottom to top this projection rotates.
 
Otherwise it would only be possible with some maths in the render tree. I am not sure if you can use the XSI edit_coord (or similar) and drive the rotation vector by an input shader.

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 


From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Morten Bartholdy
Sent: Tuesday, April 01, 2008 5:26 PM
To: XSI(at)Softimage.COM
Subject: BA Volume texture deformation?

I am doing a sort of vortex - not a tornado but something a bit like it in nature. It needs to be rendered with volumetric fractals where the BA shaders fit the bill. Now my problem is I'd like the fractals texturespace to deform with the geometry which is basically a cylinder which is twisted, rotates around y and then curve deformed so it can move about some. I have tried different methods and orders of deformation, but so far no go. How do I deform a spatial texture support by its geometry deformations or is that just not possible?
 
Morten Bartholdy
3D & VFX Artist

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