It's no yeti, but that will do :))

Its the kind of demo that makes all the effort put into the engine all worth it!
Thx for the wow moment!

Fabrice

On Oct 12, 2010, at 8:55 AM, inEar wrote:

> 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