[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


> 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