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 > > > > > > > > > >
