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.

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