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Amiga Plus 1995 #5 & #6
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000249_owner-lightwave-l _Tue Apr 11 12:59:10 1995.msg
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Date: Tue, 11 Apr 1995 10:21:29 -0700 (PDT)
From: Manuel Coats <mcoats@qnet.com>
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To: "J. David Johnson" <jdavid@infinet.com>
cc: lightwave-l@netcom.com
Subject: Re: Grid Texture
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On Tue, 11 Apr 1995, J. David Johnson wrote:
>
> Ok, Ok... Now that I have little hair left (didn't start with too awful
> much) can someone explain the grid texture use in gradient applications?
>
> For example a cube that when having a large grid texture applied as a
> transparency map starts fully visible at the top slowly fades away at the
> bottom.
>
> John Gross, in the January issue of LWPro there was an article on the
> Fireballs that got me playing with the grid texture. It used it as a
> luminosity and Diffuse map. But mine didn't quite fade out enough in the
> back.
>
> I've read it save memory over loading a greyscale gradient and applying
> it, but can't seem to understand the concept of how the grid works.
>
> I assume you size the grid so that one line covers the entire object,
> then set a falloff? Can't get it to work right!
>
> Could anyone explain the settings for say the above cube example?
> Nothing fancy, just settings on a 1 meter square cube that is 0%
> transparent at top and 100% at bottom.
>
> Thank you all in advance for your assistance.
>
> J. David - Video GT
>
>
A very basic explanation is this:
If you set the grid texture to 1 (100%) each grid line is going to be
100% thick which means it's going to be touching the next grid line which
is also 100%. By doing this, you end up having what looks like a Solid
texture. You can then add falloff to this solid texture to get the
results that you want. Now you could use any other solid texture (one
that you created) but because this is a built in proceedural texture,
very little memory is needed when using it versus an image you are
loading into the system.\
basic, but I hope it helped.
Manny
(20 More days to get Lightwave Video Animations in)