lkendall opened this issue on Dec 18, 2007 ยท 76 posts
bagoas posted Tue, 18 December 2007 at 4:59 PM
Quote -
Vector displacement OTOH lets you specify not only the amount of 'push' but also the direction. Which is what lets you sculpt the object out of a primitive in second life (in a limited way of course)
Hmm. I have not seen the article but this sounds REALLY interesting!
Looks like you can define a morph in a bitmap, using one channel per direction (typically red=x, green = y, blue=z), and then you can:
1 - share morphs between geometries that have same UV mapping but different node order and arrangement.
2 - affect/mix morphs and vary their strength over the object using a shader tree.
In fact, it would be easy to generate such maps from existing geometry/morph definitions.
Hey I am looking forward to this new Poser Pro!
B.