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Awesome. :-)
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Skip Talbot wrote:
> Brilliant!
Thanks!
> After consulting the docs and rereading your post a few times...
> I think I can grasp the concepts here. Please do elaborate for us or post
> the source.
I think a source posting is in order here.... I need to make a simpler
example that will work as a spring board for ideas.
> The object pigment is being distorted and blurred and then
> applied to the original shape to produce the affect right?
The object pattern is blurred by averaging it with a pigment_map. Each
copy of the pigment is translated randomly. No distortion is performed,
but can be if needed. The resulting 3d texture can then be placed inside
a pigment_pattern{} block whenever I need it (typically pigment, normal
and texture staments).
> Its not the height_field input itself being blurred and translated.
Nope.
> This should work on
> meshes too, as long as they are solid/closed, right?
>
> Skip
It works with *any* object you can declare.
-Sam
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Slime wrote:
> That's really awesome.
Thank you.
> I'm not sure I understand the proximity pattern bit.
> Did you take an object pattern and then distort it with noise, and then use
> a texture map based on that?
>
Sort of.... see my reply to Skip.
-Sam
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Hugo Asm wrote:
>>Hello everyone! Thought I might as well post this one....
>>
>
> Yes, please post these. :-) My only suggestion on how to beautify this
> image, would be to increase the camera "angle" because it almost looks
> orthographic...
>
I realized this... Sometimes the numbers can be a little touchy :)
-Sam
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George Pantazopoulos wrote:
> Samuel Benge wrote:
<snip>>>
>
> Wow! This is awesome :)
Thanks ;)
-Sam
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Darren New wrote:
> Awesome. :-)
:)
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Very interesting! Even the ground looks nice :)
Congrats,
Fernando
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Fernando G. del Cueto wrote:
> Very interesting! Even the ground looks nice :)
>
> Congrats,
>
> Fernando
Thanks Fernando! The ground simply has a granite pigment and normal with
a few modifiers added.
-Sam
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Samuel Benge wrote:
> Hello everyone! Thought I might as well post this one....
>
> It's a wooden block made from six intersecting height_fields. The
> texture uses a proximity pattern derived from an averaged, randomly
> translated object pigment of the same wood block. The proximity pattern
> is like a blurred version of the object in 3d space; it can be used to
> make physical edges appear chipped and scuffed through texture_mapping.
>
> Questions and comments are always welcome~
>
> -Sam
>
> ------------------------------------------------------------------------
>
Gawd I just got throught clapping my hands for Slime. My arms are
getting tired. That is an impressive effect and not the first time
you've taken and unexpected approach. I have been trying to get similar
effects myself on my carving models.
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Jim Charter wrote:
> Gawd I just got throught clapping my hands for Slime. My arms are
> getting tired. That is an impressive effect and not the first time
> you've taken and unexpected approach. I have been trying to get similar
> effects myself on my carving models.
Thanks... I've got more coming. I might release some code today. I found
a very unfortunate feature while testing this code last night: the more
objects the feature uses, the slower everything becomes. I didn't expect
it to get as slow as it does... I guess using Round_Box_Union from
shapes.inc is out of the question for now....
-Sam
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