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.
