I wish it was that simple, but that's for aligning objects. I can actually alignt vertices in a spline with other objects or even with itself but it doesn't allow for vertex vs vertex alignment.
i would think its just a general term for a vertex blended shader with inputs for at least two materials. something like this: http://www.laurenscorijn.com/vertex-blending-snow.html
wich ones should i straighten ? Is there a easy system to straighten in 3dsmax without having to go manually vertex by vertex? also what if the texture ratio gets distorted in stretching?
When selecting vertex mode in a object it is showing too many vertices in 3ds max. I mean, from the back of the object. Those points are not isolated vertex by the way. Well, it something like this. Any clues? Thx in advance!
@pasha_sevez So you did something a long the line of "storing a nearest body vertex delta transform which then is applied relatively" (thus requiring the same base mesh and vertex order) ?
In terms of math, a simple way to test for convexity is: - for every plane in the mesh - for every vertex in the mesh - is vertex in front of the plane? - yes? the object is NOT convex I hope that's understandable in some way.
Puddles are easy, just vertex paint them in. Like here: [ame=" https://www.youtube.com/watch?v=iAvupgMlvKE"]UDK Vertex painting- Water, Sand, And Concrete tile - YouTube[/ame]
You could simply put the vertex colors in your diffuse slot and render a diffuse map. Texporter offered the possibility to render out vertex colors, too, if I recall right.
It's the vertex normals. 3D programs have issues with lighting them correctly unless the vertex normals are adjusted. Here: http://wypierpapier.blogspot.com/2010_02_01_archive.html It's in Polish, but Google Translate works well for it.