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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
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Attachments:
Download 'block.jpg' (119 KB)
Preview of image 'block.jpg'
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> 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.
That's really awesome. 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?
- Slime
[ http://www.slimeland.com/ ]
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Brilliant! 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. The object pigment is being distorted and blurred and then
applied to the original shape to produce the affect right? Its not the
height_field input itself being blurred and translated. This should work on
meshes too, as long as they are solid/closed, right?
Skip
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> 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...
Regards,
Hugo
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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
>
> ------------------------------------------------------------------------
>
Wow! This is awesome :)
--
-------------------------
George Pantazopoulos
http://www.gammaburst.net
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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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