[Bf-committers] Re: Displacement mapping
car
bf-committers@blender.org
Sat, 6 Dec 2003 08:07:18 -0500
Sweet !!!!!
Just make sure that you can get the auto subdivide algorithm complete
before you tire of this greatly needed feature.
A trend might happen when the new ZBrush is released . The new version
has some powerful modeling features that exports a displacement map of
the high poly mesh. So in Blender the model will displace like happy
with your auto subdivide algorithm . They will go hand in hand. But the
trend might be that others will make a plug in to do just that with
their programs, and your code kungfoo will be just the kick blender
needs to be taken super serious in great request
^v^
>
> http://www.soylent-green.com/DisplaceTest2.jpg
> http://www.soylent-green.com/DispTest2.jpg
>
> Done when a mesh is converted to a renderface. It works on the
> renderface so
> it's easy to make work for other types.
>
> I'm going to be working on an auto subdivide algorithm next, so
> displacement
> will work even for low poly models.
>
> Autosmooth needs to be on or all shading variation is lost. I
> probably need
> to recalculate the normals a little more carefully. This introduces
> some
> artifacts (checkered pattern in spec highlight).
>
> And I'm sure I have a ton of other things to take into account (UV
> mapping,
> etc...) but it's a start.
>
> --
> ************************************************************
> Robert Wenzlaff rwenzlaff@soylent-green.com