Here's another very cool example that additionally uses normal maps and pixelbender filters to give a more realistic look: http://www.inear.se/2010/10/off-piste-tracks/
On Oct 4, 9:26 am, Fabrice3D <[email protected]> wrote: > > and works not only on planar objects but any mesh. > > yes, thats one of the goodies of this class. > using an optional offset and the multiply handler you also can achieve other > things > for instance the same avatar could look fat or thin. > > here a few (old) examples... > > http://www.closier.nl/playground/normaluvmodifier/nm1.swfhttp://www.closier.nl/playground/normaluvmodifier/nm2.swfhttp://www.closier.nl/playground/normaluvmodifier/nm3.swfhttp://www.closier.nl/playground/normaluvmodifier/NormalUVModifier_uv...http://www.closier.nl/playground/normaluvmodifier/NormalUVModifier_uv... > > another aspect is the option to apply. Meaning until you apply, its still > original mesh+distort > if you apply, you can then modify again from previously modified state. > This would allow clay modeling for instance... a position map would be a > great addition to this class for this particular purpose. > > I haven't pushed too much back then, but you could easylly implement > normalmaps+factor as well. > as a result you could have very cheap collision detection in terms of cpu > with a free directional vector if the mesh was a terrain for instance... > the vector readed from the nm map would give you a logical force or direction > for a sailboat alignment if it was a wavy surface... > > Fabrice > > On Oct 4, 2010, at 2:57 PM, savagelook wrote: > > > > >http://savagelook.com/blog/away3d/away3d-morphing-with-heightmapmodifier > > > OK, I promise this will be the last demo with mesh morphing! I just > > wanted to act on Fabrice's suggestion (found here: > >http://groups.google.com/group/away3d-dev/browse_thread/thread/c1dd33...) > > to use the HeightMapModifier instead of SkinExtrude for my dynamic > > height map morphing demos. And of course, he was right. Thanks for > > pointing me in the right direction. > > > The code (included) is a good bit simpler and works not only on planar > > objects but any mesh. The demo uses a plain sphere so it is easy to > > see how the original shape is affected by the HeightMapModifier, but > > you could theoretically use any mesh you want. It also runs faster > > than my previous demos. > > > Also, just for fun, I threw in an EnviroBitmapMaterial on the mesh, so > > if you wanted an example of to create a shiny, reflective material, > > check it out.
