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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> Another test on a more complex mesh object. Here I have run 3 different
> instances. Note each one has to be run separately and translated/rotated before
> running the algorithm, otherwise the untraced areas would be visible.
>
> Here the general object size is 200units high. Crevice checking is done for a
> control depth of 15units, normal angle of 75deg, 16 traces per point.
>
> I also changed the object I am using to show my crevice solouring, I am now
> using mesh 'pixels' that extend back into the camera point (mesh because they
> are a 4-sided pyramid of sorts), but intersected with the base object. This way
> I get a sharp transition from each pixel, with no overlap. One downfall of this
> is that I have to texture my base object after using it in the grime (or use an
> untextured instance) as the intersection CSG operation causes my grime pixel to
> adopt the base object texture otherwise.
>
> The grime is a little pixelated here, because my general pixel size is ~2x that
> for the image resolution.
>
> -tgq
Nice, this is really starting to come together, looking good. What's the parse
time for the grime algorithm per head mesh here?
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www.McGregorFineArt.com
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