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.:: NurbsCurve VSL material experiments ::.
PROJECT: NurbsCurve VSL material experiments [zipfile 52kb]
This project contains some experimental VSL materials for creating 'wire' bump effects (without bitmaps). Also useful for creating strings or similar objects. The idea was to create a material based on VSL without bitmaps and to have some easy controls to simulate different 'wires'. Since these are procedural they might render slower than bitmap textures, but they are more or less resolution independent. Please note that the materials are experimental. They may not work under all circumstances.
    The base idea of the material(s) is to use two reverse bump patterns. One for the bigger string which runs in one direction. And one for the small string which builds up the first one and runs into the other direction (see 'A + B' in the image below).

Most of the included materials use the following parameters:

'Repeat of pattern 1 + 2' defines the density of the small structures in the two directions.

The shader has an internal antialiasing which is useful to avoid moire effects.
This internal antialiasing uses the distance to the objects as an input. So objects that a far away from the camera get more antialiasing while objects that are near to the camera get less. The values for this antialiasing can be rather high. You have to test them for the situation.

The 'BumpHeight' ( wow :) controls the BumpHeight. Note that the Bumpheight is measured in real space untis, so a value of 1 means 1 meter and a value of 0,001 is equal to 1 mm.

The 'GlobalRepeat' value controls the overall repeat along the curve. This value is multiplied by internal values, so you have to test what value works best with your curve length.

 
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