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That makes sense; as I continue with this effort I will keep this in mind.
Thanks!
Ian
On Tue, 14 Dec 2010 07:40:07 -0500, clipka <ano### [at] anonymous org> wrote:
> 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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