No words... Just Awesome ! What are the particles made of ?

On Tue, Oct 12, 2010 at 8:55 AM, inEar <[email protected]> wrote:

> Thanks for the mention! I just made an update to that demo, check it
> out: http://www.inear.se/2010/10/off-piste-simulator-part-2/
>
> On 11 Okt, 17:14, savagelook <[email protected]> wrote:
> > 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.c....
> ..
> >
> > > 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.




-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
http://www.meetup.com/GO3D-Games-Opensource-3D/
Tel:054-4962254
[email protected]
[email protected]

Reply via email to