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- Stephen Bailey (idynamic@mcs.com) wrote:
- : I had the same problems with the contrail object stretching when the
- : bones were moved. The technique works fine, however, for a rocket taking
- : off straight into the air (a la Shuttle liftoffs). I predict that, to
- : accomplish the task, a spine of bones would need to be created.
-
- Tried that, too....I used 100 bones on a 100meter long contrail and offset
- each keyframe by enough to keep them perfectly aligned with each other, but
- there was still a slight "ripple" where each bone's range of influence
- ended.
-
- Last night I loaded this scene in again and played around with the limited
- range button...as usual, I got totally sucky results using Limited Range.
-
- My next attempt will involve overlapping each bone (without Limited Range)
-
-
-
- : Another problem I had was obtaining the proper transparency at the bottom
- : of the contrail using the fractal noise technique described.
-
- Hmm, I got pretty nice results using fractal noise for the transparency and
- displacement map...you just need to make sure the texture center for the
- transparency map is right at the bottom of the contrail.
-
-
- : An addition to the technique might be to create a heavily polygoned
- : donut, displacement mapped, that grows out of the base of the rockets
- : origin point, creating the horizontal blast that's a signature of
- : take-off. Haven't tried it yet, though.
-
- Great idea! I'm gonna try that one! =)
-
-
- : One question: Could someone explain what the useful range of values are
- : for transparency edge threshhold?
-
- I've always been under the impression that only values between 0 and 1.0 are
- useful...I've never tried anything higher, although I know it will go higher
- than 1.0. IS there any practical use for a value greater than 1?
-
- --
- -David Warner
- Event Horizon Graphics
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