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Op 13/01/2024 om 02:30 schreef Samuel B.:
>
> Is Analog even still being published? Some of those stories were great.
>
It seems to be:
https://www.analogsf.com/
> The default uv mapping is going to be different for every primitive, of course,
> and some stretching is guaranteed in any case.
>
Yes, I noticed that.
> I'm thinking that for complex objects, triplanar mapping might be the best thing
> to use. (Triplanar mapping in POV-Ray would probably use 3 nested slope maps,
> with each axis getting one planar map). There /is/ a blending issue when using
> triplanar mapping, but it can be mitigated somewhat. It's one of those things I
> haven't gotten around to yet (I was going to use something similar to depict
> claymation-style fingerprints on objects), but if I make any headway I'll post
> it.
>
>
> I'm thinking crackle form x patterns as a basis, but it's going to take a bit of
> work...
>
Exciting info indeed! I shall study these ideas also; I don't like to
sit back and wait for others to do the dirty jobs :-)
--
Thomas
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