Hi Neil,

was it this proplem?
I had something in mind, but was not sure.
I'll give it a second try with a second UV-coordsys.
The interesting thing was, that the SDS quality
is important, and that it can be smoothed out
with a "Bump to VSL-curve multiplied with a per point value"
as you can see here:
http://www.the-dimension.com/snail-qt.jpg
on the bottom left ball.
The ball is the reason why I thaught it's possible.

I'll post the result.
(It's my character, which tells me that it must be possible,
but I'm not on the right way ;-)

Matthias

----- Original Message ----- 
From: "Neil Cooke" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, May 29, 2006 2:18 AM
Subject: Re: Some WIP


> Re-Soft blended bump map displacement .... doesnt this run into the problem
> of soft fading these materials due to the linear interpolation limitaion
> mentioned by Vesa a while back?
> 
> Or is it simply due to Southfarthing constraints?
> 
> The former is maybe to be addressed in upcoming RS releases ... the latter
> probably has priority.
> 
> Neil Cooke
> 
> ----- Original Message -----
> From: "Matthias Kappenberg" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Monday, May 29, 2006 4:50 AM
> Subject: Re: Some WIP
> 
> 
> > Hi Zaug,
> >
> > many cubes.
> > Cool spacy look :-)
> > It's a little bit dark on my monitor.
> >
> > Here's my WIP:
> > http://www.the-dimension.com/snail-qt.jpg
> >
> > With a question inside.
> >
> > Matthias
> >
> > ----- Original Message -----
> > From: "Zaug" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Sunday, May 28, 2006 4:46 PM
> > Subject: Some WIP
> >
> >
> > > Nothing too amazing, but getting closer to what I was inspired by, when
> > > I began working on the script:
> > > http://www.catmtn.com/images/renders/real_greeblez-13.jpg
> > >
> > > Zaug
> > >
> > > --
> > > My love of the  halfling's leaf has clearly slowed my mind.
> > > <|8?o
> > >
> > >
> >
> 
> 

Reply via email to