ohhh, that's not bad at all what's it called? or did you invent it? ear clipping sucks - i've been getting good results using a version of the old triangle library I ported to python but I don't think it would work that well on the circle
Wow, that is impressive Klunk. B) When I first saw some of your posts about this, I was wishing I had an easy way to create something like this for a terrain shader I had developed. The shader mixed materials based on vertex color so certain terrain features would require specific vertex placement to retain material…
Not I :) , found it in a book.... mathematics for 3d game programming and computer graphics Eric Lengyel page 270 (IIRC he did a method for generating tangent space vectors)
playing around with a different triangulation routine I stumbled upon..... top is the new one, middle is the sweepline (which is what I tend to use though it's not without it's issues) and max's good ol' ear clipping standard bottom. You can get a similar result for the sweepline for the circle if you scale it down in x or…
in the above example the emitter normals would be most likely point in the direction where the gradient is whitest when looking end on to a branch (radial angle), the longitudinal angle is pretty simple. the most obvious example would be to make something like.... using something like.... or something like.... with... have…
another diversion :) doing the above demo snippet, I approximated the mapping of the two objects to similar scaling an position though the illusion is ruined the moment I rotate the entire object :anguished: So it got me thinking about linking the mapping gizmo of both objects to a helper..... seems it works :) the script…
Update/highlights on these restraint rigs, after animation, and brought into Unity. This is just a timeline preview for animation purposes. Normally I would integrate animations into character controllers for interactive experiences in VR, but I'm trying to focus on the tech art animation side and let developers make use…
nice as the ouliner mod is it threw up a few possible issues (revealed by extruded max text not capping correctly :angry: ). So I need to test some boolean operation on the outlines so added some shape booleans ops to max script to aid this.... does union (show with resample mod applied), difference, intersection and xor…
@Klunk is that being done via maxscript or the SDK? I tried doing something similar at one point with Maxscript gw drawing methods but viewport performance was terrible with it.
Moderator note:if you want a higher chance for being front-paged, make a topic and include the link in your reply. I've seen a lot of cool threads around here recently, from LitSpheres to Snow blending shaders etc... It's a pity we wait to have proper finalized stuff to show it... So what about a technical wip thread? I…