Thanks a lot!
The idea behind it is really simple.
There's one main image.
1. Depth Map.
It's being drawn on a small bitmapdata which size is the same as polygon
count of the mesh.
So for every point on the mesh i grab the pixel color. White is up,
black is down.
2. Texture.
Resized and drawn on 512x512 original one. If you use transparent
pngs/gifs, you can stack them up.
3. Normal Map.
Fake one but works :)
http://www.adobe.com/cfusion/exchange/index.cfm?event=extensionDetail&extid=1817528
<http://www.adobe.com/cfusion/exchange/index.cfm?event=extensionDetail&extid=1817528>
And that's more or less it.
Then whatever you draw on original bitmap will work.
Only limitation is: that's only a depth map - you're just going from a
small sphere to a big sphere.
Marpi
On 24/03/2011 1:21 p.m., Jon Bradley wrote:
Very cool!
I'd love to hear more about how you put this together.
Are you using normal mapping and shifting the UV map to get the animated
content – and using a 'brush' with a proper normal gradient map that's being
pushed onto the texture?
Wondering how you're getting the form + animation treatment. Hope you can share
some thoughts, content or other ideas on it!
- j
On Mar 23, 2011, at 6:15 PM, marpi wrote:
Hi
We've used Broomstick to create a 3d sculpting, mesh animating experiment.
Still not finished, but was really fun to code.
http://rhizopods.com/
You can either upload an image or choose a brush color on the left and carve
with your mouse.
Let me know what you think :)