> As I was saying >>>>> once a polygons "qualities" can be
>deter- mined , using boolean logic , then any number of
>operations can then be applied , from texturing to particles
>to displacement map- ing ... , the mind boggles at what can be
>done to a polygon in RS !
Hi
Don't start a project/material thinking about its gui. Think about what
you need it to do first, simulate the maths (spreadsheets are quite nice
for this, actually), make it happen, _then_ worry about the gui and
workarounds for this, and only if it is generalistic enough to have
reusability value in other scenes :-)
I'm confused now . Are saying that Boolean Logic presumes an interface ?
Ya lost me .
No, sorry, got a bit mixed up. I mean boolean logic shouldn't be used too
much because it can't be antialiased very well except by brute force (too
slow). As someone said in another mail, if you're doing displacement, the
"fade with surface AA" thingy won't work very well through.
But for color/bump selecting, use an AA'ed selector variable instead of IF
statements.
As for the GUI stuff, all I ment was build the material first (all stuff
in one shader), then optimize it (put variables and assignments in
initialization shader) and plan for material gui elements. Generally
speaking for VSL editing, nothing specifics thought of here.
Karl