Hi Jean-Sebastien and Matthias...
 
Thanks so much for your replies..!
 
Jean-Sebastien..
I thought my simple example would answer that...Using other object(s) as Material Mappings... (or a workaround until such is possible), would be awesome..
As in my simple example.. if having a Roller Coaster track built by NurbsCurves instead of the actual NurbsMesh, but have those NurbCurves rendered its texture/Material in the way, as if it would have rendered the actual NurbsMesh..
I dont think I can explain this in another way. .=(..
Or Maybe this can visualize it..
1. If you have a snakey wriggling Tube made up of several circular Curves...and a skin between them
2. Paint the hole tube
3. Delete the actual skin between the circular curves..
4. The Circular curves still renders as if they were still a part of the tube !
 
Your workflow that could be used on the footprint trail, sounds very intresting..!
I will take a look into that way..it gives exact position of each footprint and exact shape of the foot....
Only thing that might be a small problem for me at least, to time the footprints and there appearence (which might just solve it self when I get to test it...)
 
Matthias..
The MeshMap one, I guess can be used when making a premade footprint path with the texture and the MeshMap, then animate the character walk that path...
The other way around seems very hard, (at least in my mind now, at first look)
 
The 'Creator' way, this one I have already tested a long time ago, and yep it works pretty good for some situations, like when having , but it leaves many samples of each footprint, which dont make it accurate for having one clean footprint for each step...and it misses the first steps, caused by how the 'Creator' works, or can this be fixed? (if I havent got this all wrong..)
 
I will test it all out and see what gets me the result I am looking for.. and if get stuck again I ask more..=)
Thanks again for your input on this..!
 
When I get something to show for, I will share it.. ! (whenever that will be, my life is still in a mess..=(
 
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

How would you set up so objects that are inside another objects volume or UV space, gets textured/shaded in the same way as the object that provides the UV/Material space ?

 

Tell me why would you need to do that? I am curious

 

 

3. After foot leaves ground, the texture should stay, for each step the character takes..leaving a trail of footprints...=)

 

There is a way of doing this with image editing:

 

-Put a camera below the floor looking up

-Make the foot go a little below the ground for each step.

-Make the floor completely white with illumination and a color of black

-Make the character foot completely black.

-Render the animation with the camera from below.

-Do some image editing, video editing to create a video of the feet appearing one after the other.

-Then apply this video as a texture on the floor.

 

I designed this techique for my project “Soleil Perdu” where the boat leave waves behind in the water.

 

Jean-Sebastien Perron

www.neuroworld.ws

 


De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Beg-inner
Envoyé : Monday, September 25, 2006 3:11 PM
À : [email protected]
Objet : A Couple of Texturing/Shading questions...

 

Hi all..

 

How would you set up so objects that are inside another objects volume or UV space, gets textured/shaded in the same way as the object that provides the UV/Material space ?

 

Here is a simple example..

1. Create a swept Nurbs mesh, like an open tube, for a water leading tube or a Coaster track..

2. With this tube selected, in 'Nurbs' Tab click on the 'Curve' Tool to create curves from the tube...

3. Now I want the texture/shader to look exactly the same on the Renderable Curves, as it would and is looking on the NurbsMesh (tube)

 

(So the Curves are not rendered in their own space, but are using the NurbsMesh´s)

 

Or is this not possible?=)

 

2nd

Is there a way to let a surface "remember" and keep a spot on it, textured even after the actual 'Texture Mapping' has been removed ?

Example..

1. Character with a 'Texture Mapping' with 'Finite X Y Z' Set, and Lattice Mapped to each of its feet

2. When a foot with its 'Texture Mapping' is touching (so the ground is inside the 'Texture Mapping' Volume), it renders nicely...

3. After foot leaves ground, the texture should stay, for each step the character takes..leaving a trail of footprints...=)

4. Also user to be able to control if the footprint texture should fade out..and how

 

(Or is there a way of leaving 'Copies' of the 'Texture Mappings' for each step, each time the "Ground" is inside the 'Texture Mapping'?)

Could this easily be done with scripting?, for flat grounds, so that whenever the foot 'Texture Mapping' have a certain Y value, a copy of that 'Texture Mapping' is created where it is..!

 

Or that the actual Surface of the bottom of the foot, is used like a realtime 3D painting tool, like the ones in the 'Material' Tab...?

 

Also would be nice if it was possible for Collision Detections in simulations, so it could make it possible that when objects collide, either or both of the colliding objects gets Textured/Shaded..in correct places..

 

Is any of this already possible?

 

Have you guys other ways of making this working?

 

Otherwise this would be nice if V6-9 could bring  =)

(as well as Sound on impact, for easy timing of sound effects, so some basic Sound management would be nice in V6-9)

 

Any inputs and ideas on these things are much appreciated..!

Thanks in advance

 

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

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