A scattering tool for Indigo
- Kosmokrator
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woooooooooooooooooooooooooooooowwwwwwwwwwww the hply shit!!!this is madness!!!!
perfect suv.............
how to thank u!!!!
perfect suv.............
how to thank u!!!!
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Well.. scale and stuff is up to user actually. For me it is technically easy to add support for other material types besides diffuse. I thought you meant that.Kram1032 wrote:not too sure, about that...
'till phong, it should be kinda easy (might even work with exponent map)
but SSS and transparent stuff is scale dependent (besides diffuse transmitter) - those types of mats might be quite hard to add^^
Great Stuff Suvakas!
I tried displacing scattered box primitives to achieve a micro polygon displacement look but the scattering tool in max limits the number of duplicates for the instanced model to 65,000
here is my result
I tried displacing scattered box primitives to achieve a micro polygon displacement look but the scattering tool in max limits the number of duplicates for the instanced model to 65,000
here is my result
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- adriana.jpg (267.47 KiB) Viewed 10183 times
Last edited by Moses on Wed Oct 10, 2007 11:40 am, edited 1 time in total.
Dear everyone:
HOLY SHIT. That stuff looks great.
Sincerely,
zsouthboy
@suv: I'm going to whip out the latest blendigo code, and see how hard it is to do this - it seems easy enough to do, technically (a simple run through in my mind)
Different material support could be done by separate bitmaps - or, actually, a matrix defined via xml , separately.
HOLY SHIT. That stuff looks great.
Sincerely,
zsouthboy
@suv: I'm going to whip out the latest blendigo code, and see how hard it is to do this - it seems easy enough to do, technically (a simple run through in my mind)
Different material support could be done by separate bitmaps - or, actually, a matrix defined via xml , separately.
Great result!Moses wrote:Great Stuff Suvakas!
I tried displacing scattered box primitives to achieve a micro polygon displacement look but the scattering tool in max limits the number of duplicates for the instanced model to 65,000
here is my result
The main difference between mine and original scattering in Max is, that when using Max scattering, then it will be exported as one big geometry model. Mine gets exported using instances + mine is 10 times slower
But the results are similar. Ok. Mine currently has 99k douplicates limit.
Yeah it took quite a while to export. The actual boxes were instanced and i selected use instancing in your exporter so it renders pretty fast, the render I posted was just a couple minutes in. The problem is with the 65,000 limit and also having to display every instance so it will be exported. The way i overcame this was turning on the display as box in object properties so the viewport wouldn't be so heavy. Your way seems much more efficient and also greater because of the higher duplication limit.
amazing bwcarpet!
I wonder, if that'd also work with a (non-instaned, obviously) plane overlay, that converts the bump map in a height map, to archive a "real" MPD-effect?
Very hipoly, I bet, though.
Also interesting would be, if that'd work with Normal-maps, which slightly allow non-height_only-displacement, too (not as well as the VDM, though [It came to my mind, again ])
I wonder, if that'd also work with a (non-instaned, obviously) plane overlay, that converts the bump map in a height map, to archive a "real" MPD-effect?
Very hipoly, I bet, though.
Also interesting would be, if that'd work with Normal-maps, which slightly allow non-height_only-displacement, too (not as well as the VDM, though [It came to my mind, again ])
- drBouvierLeduc
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