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Am 14.12.2010 21:00, schrieb Christian Froeschlin:
>> Note that if the blob is very "dense", with many blobs affecting any
>> given point of the surface, this will give a huge list of textures &
>> weights, which is /not/ filtered for duplicates.
>
> Hmm ... but I expect to provoke this problem you need to assign
> individual textures to each component, so with one snow/ice texture
> applied to a blob it would be ok?
Yes; but as he's talking about the problem of reproducing the "blobbing"
of textures if moving to a mesh-based version, I presume he does assign
individual textures.
If only one of the textures is transparent, it might be worth trying to
assign the transparent texture to the blob as a whole, and the
non-transparent texture(s) to individual blob elements.
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