> Hi Garry, > I remember that; I'm not aware of any changes in SP3... what I miss > most is an Else statement!
I think what some of us agreed on was that the 'EVAL' word was missing from VSL . We had that awesome option with RPL in V3.x but for some reason it was forgotten in V4.x's VSL , maybe for good reason , maybe not (not sure) . 'ELSE' is missing , but what about 'or' etc. ? As I said, VESA suggests it can all be done now (I think) , but I have never seen an example of exactly how that is possible . > I'm not sure what you are referring to, it's been a long time > since I worked with V3! > Mark H I think I was talking about using the 'EVAL' word to distribute noises in V3.x . Noises can be used to distribute objects in V5 but to me it seems more difficult to determine just exactly where those noises should be used on a mesh without the 'EVAL' word available to "evaluate" a mesh's particular qualities . Then again , you brought up a good point already about evalu- ating a displacement mapped mesh as opposed to a nurbs/polygon mesh . JS mentions that 95% accuracy could be determined via the poly mesh , perhaps . Myself , I'm not sure if any kind of object placement can be obtained using displacement mapping render techniques . There may be a danger that Dis-map renders may be relegated to Mars type surfaces where no objects exist on a surface from high camera altitudes and steep camera angles . This could be the real question after all : can we distribute objects accurately on the surface of a render-time displaced nurbs mesh ? I would say "no" . That means having to go to high density poly/nurbs/sds meshes instead and high-powered hardware to accomplish it, if you are going to raytrace it . studio
