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Amiga Plus 1995 #5 & #6
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000189_owner-lightwave@webcom.com_Thu May 18 18:31:20 1995.msg
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1995-06-03
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Date: Thu, 18 May 95 18:31:00 PDT
From: DawsonX Schaffer <DawsonX_Schaffer@ccm.jf.intel.com>
Message-Id: <Thu, 18 May 95 18:34:02 PDT_2@ccm.hf.intel.com>
To: lightwave@webcom.com
Subject: Re[2]: BadSurfMorph
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There were several comments on this thread and one regarding Decaling. The
decal thread mentioned Imagine. I too have used Imagine and its multiple
textures. Although the best implementation I have ever seen has been in Aladdin
4D. THIS IS NOT A PLUG FOR ALADDIN rather a wish list for LW. I would like to
describes Aladdin's texture list.
Surfaces are nothing more than a named list of surfaces/textures.
SurfaceAging (fractal noise bump map)
Decal (image/color map)
Hull Plate (procedural bump map)
...
These lists can contain an unlimited number of entries, with multiple entries of
the same type (bump, transparency, difuse, etc.). Each entry may be a
procedural or image texture (or sequences of images). The textures layer on top
of each other starting with the bottom of the list and moving up. These
textures can modify each other through basically an alpha channel and intensity
channel. Textures and cookie cut each other and well as the polygons they are
attached to. One other thing that makes this system so great is the fact that
each texture entry is timelined (and can have multiple appearances on the time
line) and each attribute: origin (x, y, z), rotation (h, p, b), size, intensity,
alpha channel, procedure parameters, etc.; are enveloped for the specific time
line entry. This allows for texture morphing, shifting, merging, etc. based
soley on the textures and not through a complicated object morph (that's totally
independant and the polygon count stays low). These surfaces may be projected
on any of the axis (x, y, or z), cylindrically mapped, sperically mapped, or
free angle projection. Additionally, the surfaces lists can be loaded in whole
or entry by entry. Once you've used this system you'll never want to go back.
Imagine the possiblities.
I would love to see a surfacing and texturing system like this in LightWave.
This system would allow you to spend more time in the animation tool (Layout)
and less time in image processing programs to manipulate various surfaces. It
places almost all of the artistic manipulation of surfacing into Layout. The
other benifit of this layering is being able to add new textures without
re-modeling the object. No need to stencil in polygons or attach detail
polygons. This would make using decals just like plastic models, paint the
surface and then stick on the decal.
One last texture/surface feature I would like to see is visual placement and
mapping of textures in Layout.
Dawson M. Schaffer
> OKay here's a brain bender for all the LWheads out there........
> Stuff cut about a multiple weed morph and surfaces not morphing...
LightWavee can handle up to 40 morphs, but if you Morph Surfaces, you
will only get the change from the first object to the second. Your
solution of dissolving out objects is the recommended option around this.
JG
--
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To: n.maples1@genie.geis.com
Subject: Re: BadSurfMorph
From: John Gross <jgross@netcom.com>
Date: Thu, 18 May 1995 10:38:24 -0700 (PDT)
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--
DawsonX Schaffer <DawsonX_Schaffer@ccm.jf.intel.com> sent this message.
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