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Am 14.12.2010 05:05, schrieb [GDS|Entropy]:
> Interesting...quite interesting.
>
> I wonder though; no matter the non-blob approach taken, it seems that
> when considering the textures, if one were to have two blobs of
> differing texture they would no longer "mix" as they do with blob
> objects. If this is the case then a lot of the realism gained through
> slope textures+blobs would be lost.
You could do a render with the different textures replaced by simple
pigments "red 1", "green 1" and "blue 1", respectively. The resulting
data could be used as a basis for a texture_map to apply to the mesh via
UV mapping.
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