Just off the top of my head... it might be cool if the erosion could run at different strengths based on different RGB channels. That way you could define hard areas you don't want eroded like roads, and large rocks, or soft areas like beaches and rolling hills that get completely smoothed down. You could have RGB also…
Thought I should start learning maxscript, here's my first one: http://www.martinpalko.com/create-smoothing-groups-from-uv-islands/. I know there's others similar, but I found they wouldn't always work in all situations, and sometimes came up with weird results.
Wrote a script to manipulate line renderers in Unity. Moves each line segment off of the z-axis by an amount calculated using Perlin noise. It creates a smooth warping Ghostbusters style beam effect. It has controls for segments, scale, speed, etc. I plan on enhancing it in the future.
Wow, that's awesome! Vector Displacements can be used like Normal Maps too though can't they? I think Valve used them for the water in Portal 2. Using your method above, you'd have to have a super high poly mesh, like a persons head for example, in order to get those details nice and smooth though right?
scratched an itch that been bugging me since about 2003 :D a Simple Line Shape.... it has length & number of segments and linear or smooth options and you can set the axis the knots are distributed along and the pivot position (either end or center). Sometime the built in "complex" editable line is overkill and is tricky…
Hey Malcolm thanks for taking interest in this. 1.in face mode, it works on face with 2 incoming edges. In edge mode it will connect ring selections. for vertices, select the t verts (verts with 3 edges connected to it) and it will auto connect. 2. space loop works on any kind of surface. however, it does not smooth the…
I think identifying useful edges on really round or smooth areas is not that easy. You might invest a bit of time into searching for papers on current decimation or "reverse subdivison", how they call it, techniques, though they are mostly disgustingly mathematical in nature. btw. a minor update on my side:…
face tracking in flash: try it with your own mug (yes you need a webcam to test it): http://renderhjs.net/_tmp/soap/tracking.swf use spacebar to swap the decoration on your face, d -key to swap the debug rendering. its missing some of the interpolation stuff right now which makes it more smooth and natural as it dances and…
Experimenting with a simple script that setups remeshing/ boolean-dynamesh in Blender. Idea came from McGavish in this thread to use Remesh + Corrective Smoothing modifiers. I had previously attempted with Remesh + Shrink wrap, but that never worked that well.…
Yeah, I can see why you'd want to use it. Although, since I'm using WPF, It's alot more difficult I think to get updating working properly. I'm using a Dispatcher, as it's called, to use a seperate thread to pass data back to the main view. I'm not sure how it works in QT though. At work they use WPF for a shader browser I…