What this kind of reminds me off is how those 'dirt/rust' plug ins for
other 3D programs calculate where to place the texture map that will be
the dirt/rust (as those things tend to collect in corners)...
Arlo
Samuel Benge wrote:
> In the image, notice how the edges of the (somewhat goofy) CSG object
> are highlighted: outside edges appear white and inside edges appear
> black. Topologically-challenged areas appear grey. Using this as a
> texture_map, one can make the outside edges have a dented appearance and
> the inside edges look pristine.
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