> 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

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