Thanks for the mention! I just made an update to that demo, check it
out: http://www.inear.se/2010/10/off-piste-simulator-part-2/

On 11 Okt, 17:14, savagelook <[email protected]> wrote:
> Here's another very cool example that additionally uses normal maps
> and pixelbender filters to give a more realistic 
> look:http://www.inear.se/2010/10/off-piste-tracks/
>
> On Oct 4, 9:26 am, Fabrice3D <[email protected]> wrote:
>
>
>
> > > and works not only on planar objects but any mesh.
>
> > yes, thats one of the goodies of this class.
> > using an optional offset and the multiply handler you also can achieve 
> > other things
> > for instance the same avatar could look fat or thin.
>
> > here a few (old) examples...
>
> >http://www.closier.nl/playground/normaluvmodifier/nm1.swfhttp://www.c......
>
> > another aspect is the option to apply. Meaning until you apply, its still 
> > original mesh+distort
> > if you apply, you can then modify again from previously modified state.
> > This would allow clay modeling for instance... a position map would be a 
> > great addition to this class for this particular purpose.
>
> > I haven't pushed too much back then, but you could easylly implement 
> > normalmaps+factor as well.
> > as a result you could have very cheap collision detection in terms of cpu 
> > with a free directional vector if the mesh was a terrain for instance...
> > the vector readed from the nm map would give you a logical force or 
> > direction for a sailboat alignment if it was a wavy surface...
>
> > Fabrice
>
> > On Oct 4, 2010, at 2:57 PM, savagelook wrote:
>
> > >http://savagelook.com/blog/away3d/away3d-morphing-with-heightmapmodifier
>
> > > OK, I promise this will be the last demo with mesh morphing!  I just
> > > wanted to act on Fabrice's suggestion (found here:
> > >http://groups.google.com/group/away3d-dev/browse_thread/thread/c1dd33...)
> > > to use the HeightMapModifier instead of SkinExtrude for my dynamic
> > > height map morphing demos.  And of course, he was right.  Thanks for
> > > pointing me in the right direction.
>
> > > The code (included) is a good bit simpler and works not only on planar
> > > objects but any mesh.  The demo uses a plain sphere so it is easy to
> > > see how the original shape is affected by the HeightMapModifier, but
> > > you could theoretically use any mesh you want.  It also runs faster
> > > than my previous demos.
>
> > > Also, just for fun, I threw in an EnviroBitmapMaterial on the mesh, so
> > > if you wanted an example of to create a shiny, reflective material,
> > > check it out.

Reply via email to