[Bf-committers] Uniform displace modifier patch

Tobias Oelgarte tobias.oelgarte at googlemail.com
Tue Aug 14 18:44:16 CEST 2012


I really like this. Usually i have a "white" blend texture just for this 
case in nearly every of my files. Even without a texture this modifier 
has a lot of use cases. Lately i was creating seams on clothes with it 
(vertexgroup = height, white texture to make it do something). One thing 
I'm still missing would be an extrude-modifier. ;-)

Am 14.08.2012 18:27, schrieb Fredrik hansson:
> last one of the changes i had done for myself (well i do have one fixing some small things for glsl but i am sure i did submit that ages ago).
>
> another copy paste:
> this isn't really a new modifier or anything but just a modification to the regular displace modifier.
> now
>   the thing this does is that when you don't have any texture loaded in
> the modifier it just applies the strength value directly to the mesh.
> works in normal x y z modes but not rgb->xyz (just didn't make any sense to add it to that).
>
> now
>   the reason why i made this was really that every time i was going to do
>   some retopology work i would see almost the entire face being inside
> the highpoly mesh making it really hard to work with it since 90% of
> what you did was lying under the surface of what was visible.
> i used to add an empty texture image to the modifier and set the mid value to 1 and the strength to something negative.
> but it really felt like it was a few to many steps for something so simple as to push the entire mesh outwards a little bit.
>
> included an example image of how its useful when retopologizing but i am sure its useful for other things as well.
>
> http://projects.blender.org/tracker/index.php?func=detail&aid=32327&group_id=9&atid=127
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