[Bf-committers] Uniform displace modifier patch

Tobias Oelgarte tobias.oelgarte at googlemail.com
Wed Aug 15 14:38:55 CEST 2012


Please keep the mid-value even for this operation. It can be good to 
negate a effect (vertexgroup).

Am 15.08.2012 13:46, schrieb Fredrik hansson:
> 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.
> 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
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



More information about the Bf-committers mailing list