[Bf-committers] Uniform displace modifier patch

Fredrik hansson fredrikhansson_12345 at yahoo.com
Wed Aug 15 13:46:21 CEST 2012

just a little note on something that was removed for the svn commit the mid value.
mainly the reason why i didn't have that affecting the strength value without the texture was really that it would mean 2 sliders doing the same thing really.
but on the other hand having it default to 0.5 and with a strength of 1.0  would mean that applying a texture would give the same outwards push.
not that its a big deal to slide the mid value down to 0 when your there to tweak the strength anyway.
what might have been better imo that i didn't do originally is to grey out the mid value slider thus showing that its not used until you apply a texture to it.

either way thanks for taking a look at this so quickly and great to see it being added to the trunk :D

 From: Fredrik hansson <fredrikhansson_12345 at yahoo.com>
To: "bf-committers at blender.org" <bf-committers at blender.org> 
Sent: Tuesday, August 14, 2012 6:27 PM
Subject: [Bf-committers] Uniform displace modifier patch
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.
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).

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.

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