> It's a wooden block made from six intersecting height_fields. The
> texture uses a proximity pattern derived from an averaged, randomly
> translated object pigment of the same wood block. The proximity pattern
> is like a blurred version of the object in 3d space; it can be used to
> make physical edges appear chipped and scuffed through texture_mapping.
That's really awesome. I'm not sure I understand the proximity pattern bit.
Did you take an object pattern and then distort it with noise, and then use
a texture map based on that?
- Slime
[ http://www.slimeland.com/ ]
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