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Hello good people,
Here is a test i made today using the proximity_pattern feature of
mpov07. The effect i'm trying to show is the simulation of oxidization
in the cracks of metal object. It could also be used to simulate dirt
and general wear-and-tear on any material.
Sorry for the boring geometry, but it seems to be demonstrating the
texture quite well - i can't wait to slap it on a real model.
The cluster of balls was declared as a union , then included in the
scene and then referenced by the proximity_pattern applied to the
cluster- pretty simple, really; i'm just heaps stoked that it can work
this way! And i'm not sure that i've seen something done with it like
this on p.b.i - please let me know!
It's only disadvantage is that the proximity_pattern is slowish to
render because of the noisy results. Samples here are about 20, i used
+am2 +R3 and +a0.1, and the image took roughly 22 minutes to render on a
pIII450. I think it maybe an ideal way to assist in making patina image
maps which would be a whole lot faster.
I wonder if this is appropriate for HEDay's patina stuff?
Anyway, it is simple enough to set up yourself, so i won't burden you
with my abominable code.
You've just gotta remember to keep the proximity_pattern reference
object and the textured geometry in the same transformation context, if
that makes sense. I imagine it's the same case with the object_pattern,
too (so that the geometry and the pigment line up in space).
There is a camera rotation animation due tomorrow of this scene, and
i'll try to make it more clear how i actually did this.
ta
benp
and, remember, it's hip to be square.
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Preview of image 'bpproximitypattern.jpg'
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