>I can't agree with this either: texture maps are limited by their 
>resolution whereas procedural textures are not.

Agree.

I have little choice in this and have always hit problems in resolution with 
bitmaps. I just dont go there. Procedurals for everything.

N.



________________________________
From: leee <[email protected]>
To: [email protected]
Sent: Sat, 31 July, 2010 6:28:22 PM
Subject: Re: RS is way too much flexible and powerful for it's users.

On Friday 30 Jul 2010, Jean-Sebastien Perron wrote:
> All object should be modeled or converted to Subdivision with
> Quad polygons. Why, because all the industry is doing it.
> It's simple and efficient.

Subdivision surfaces are _not_ simple and efficient.  They're less 
simple and efficient than NURBS, which in turn are less simple and 
efficient than CSG/Analytical solids.

>
> All materials should be made using textures map, not procedural.
> Texture placement should be burn on the point of the polygons.

I can't agree with this either: texture maps are limited by their 
resolution whereas procedural textures are not.

LeeE

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