I can imagine it's far too slow for practical use.

This may be true for animations but for stills, slow render times are often not an issue.

Neil Cooke

----- Original Message ----- From: "Arjo Rozendaal" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, April 04, 2008 7:55 AM
Subject: RE: more procedural concrete


Hi Mark,

I can imagine it's far too slow for practical use. But did you try the
suggestion Vesa made?
I only read the mail, but I'm too busy at the moment with some commissions
to spend time on this.
It's true that with Vesa's option you'll have to deal with mappings though.

Arjo.


-----Oorspronkelijk bericht-----
Van: [EMAIL PROTECTED] [mailto:owner-
[EMAIL PROTECTED] Namens Mark Heuymans
Verzonden: donderdag 3 april 2008 18:41
Aan: [email protected]
Onderwerp: more procedural concrete

> I guess selection on objects should be possible. Maybe how the
selective
> lighting works.
>
> Arjo.
>


Yes, that's the next step... I also remember something about object ID,
I'll
check it out.

Meanwhile, I added cracks to go along with the discoloration. Maybe
it's too
slow for practical use... on the other hand, it automatically detects
all
adjacent surfaces, it requires no manual material mappings, etc.
Numerous
hurdles that got in the way (like weird behavior of SDS objects: try my
previous concrete with an SDS object!), this took a lot of time -
Garry, you
have a point :(

Indeed, only two things are needed to make it into a really useful
material:
detection on what objects to ignore, and speed.

http://www.athanor3d.com/pub/concretecracksSDS.jpg
http://www.athanor3d.com/pub/concretecracksSDS.r3d  (objects and
materials
only)

I'll post an update if I get more results,
-Mark



Reply via email to