displacement...

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displacement... // Roundtable

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Post by RAYMAN // Mar 28, 2009, 4:31pm

RAYMAN
Total Posts: 1496
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Something that the native truespace doesnt have but you can use from other

packages is adaptive displacement. If you need it for terrains then theres an awsome package called World Mashine 2 abnd if you need it on objects a good way to do it is to use poseray.World mashine2 is a node based terrain builder that lets you use import a large amount of files and export to pictures or meshes

in the process you have an unlimited amount of control with a comprehensive

node system.

If you use Poseray you even have adaptive displacement on any mesh even poser content or a large variety of meshformats.

It now has a direct Kerkythea export. You can download it from the Kerky site.

But it works equally in Lightworks or Vray...;)

http://www.kerkythea.net/phpBB2/viewtopic.php?p=63927#63927

Post by RAYMAN // Mar 28, 2009, 4:39pm

RAYMAN
Total Posts: 1496
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Here´s the poseray example on simple blockshaped objects with a noise applied

http://www.world-machine.com/

http://mysite.verizon.net/sfg0000/

Post by robert // Mar 29, 2009, 9:24am

robert
Total Posts: 609
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This looks pretty cool.

Your horse looks like a marshmallow by the way. :p

Post by RAYMAN // Mar 29, 2009, 9:52am

RAYMAN
Total Posts: 1496
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This looks pretty cool.


Your horse looks like a marshmallow by the way. :p


Open to everyone who uses Truespace same as the tapper and bend that almost works like goo in the other thread. Good to hear that somone is interested in functions that are available to everybody here .... good to hear

a reply !;)

Peter

Post by RAYMAN // Mar 29, 2009, 10:33am

RAYMAN
Total Posts: 1496
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Yes but its not adaptive. mesh..

Post by RichLevy // Mar 29, 2009, 10:51am

RichLevy
Total Posts: 1140
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Adaptive mesh?

Can I ask what that is? Sorry, I'm a tad bit behind in some of my definitions.


Rich

Post by RAYMAN // Mar 29, 2009, 11:00am

RAYMAN
Total Posts: 1496
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adaptive subdivision mesh ...... only where it needs to subd.....

Post by noko // Mar 29, 2009, 11:19am

noko
Total Posts: 684
Adaptive is cool if it is smart which normally is the problem.


I've found out going with a relatively light dense mesh and then add complexity at problem areas gives a good solution while maintaining poly count down. Another option is to use normal mapper tool to reduce polycount down but yet retain the visual quality.
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