Parametric surfaces + shells
Re: Parametric surfaces + shells
You're gonna need more polygons in this scene, I still see terminator artifacts
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Re: Parametric surfaces + shells
lovin' these tests, ono. Give us more!
Re: Parametric surfaces + shells
will do, tmrw
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Re: Parametric surfaces + shells
Lookin' good!
Re: Parametric surfaces + shells
Thumb up! Great seeing first unbiased to implement native paametrics. NURBS to come?
Re: Parametric surfaces + shells
That looks really nice Ono, feed us with more!
Normal smoothing doesn't seem to kick in here
Now please melt those all together with some metaball algo
Normal smoothing doesn't seem to kick in here
Now please melt those all together with some metaball algo
polygonmanufaktur.de
Re: Parametric surfaces + shells
Scattered pebbles and shells.
50K pebbles and 100 shells.
Pebble and shell geometry are done with parametric surfaces.
50K pebbles and 100 shells.
Pebble and shell geometry are done with parametric surfaces.
Re: Parametric surfaces + shells
NURBS will be implemented some dayrgigante wrote:Thumb up! Great seeing first unbiased to implement native paametrics. NURBS to come?
Re: Parametric surfaces + shells
Niiice !
I don't know if that's possible already but it would be useful to use a displaced mesh as scattering surface, ie displace a terrain then scatter peebles over. Adding details to the detail.
An alternative would be to be able to modify the peebles position by a shader (displacement for instance). The scattering would be generated before subdivisions but matching them.
I don't know if that's possible already but it would be useful to use a displaced mesh as scattering surface, ie displace a terrain then scatter peebles over. Adding details to the detail.
An alternative would be to be able to modify the peebles position by a shader (displacement for instance). The scattering would be generated before subdivisions but matching them.
obsolete asset
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Re: Parametric surfaces + shells
Ground just needs a bump texture (FBM?) and it would be perfect Can you render one with 5M pebbles? Like, covering the ground completely?OnoSendai wrote:Sunset beach with narrower DOF.
Re: Parametric surfaces + shells
The scattered pebbles are already scattered over the parametric surface, which is already displaced. So the scattering does follow the detailed surface.CTZn wrote:Niiice !
I don't know if that's possible already but it would be useful to use a displaced mesh as scattering surface, ie displace a terrain then scatter peebles over. Adding details to the detail.
An alternative would be to be able to modify the peebles position by a shader (displacement for instance). The scattering would be generated before subdivisions but matching them.
Re: Parametric surfaces + shells
Well, this one already has 1M small pebblesStompinTom wrote:Ground just needs a bump texture (FBM?) and it would be perfect Can you render one with 5M pebbles? Like, covering the ground completely?OnoSendai wrote:Sunset beach with narrower DOF.
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Re: Parametric surfaces + shells
Dare you to put 10MOnoSendai wrote:Well, this one already has 1M small pebblesStompinTom wrote:Ground just needs a bump texture (FBM?) and it would be perfect Can you render one with 5M pebbles? Like, covering the ground completely?OnoSendai wrote:Sunset beach with narrower DOF.
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