I really like this. Usually i have a "white" blend texture just for this case in nearly every of my files. Even without a texture this modifier has a lot of use cases. Lately i was creating seams on clothes with it (vertexgroup = height, white texture to make it do something). One thing I'm still missing would be an extrude-modifier. ;-)
Am 14.08.2012 18:27, schrieb Fredrik hansson: > last one of the changes i had done for myself (well i do have one fixing some > small things for glsl but i am sure i did submit that ages ago). > > another copy paste: > this isn't really a new modifier or anything but just a modification to the > regular displace modifier. > now > the thing this does is that when you don't have any texture loaded in > the modifier it just applies the strength value directly to the mesh. > works in normal x y z modes but not rgb->xyz (just didn't make any sense to > add it to that). > > now > the reason why i made this was really that every time i was going to do > some retopology work i would see almost the entire face being inside > the highpoly mesh making it really hard to work with it since 90% of > what you did was lying under the surface of what was visible. > i used to add an empty texture image to the modifier and set the mid value to > 1 and the strength to something negative. > but it really felt like it was a few to many steps for something so simple as > to push the entire mesh outwards a little bit. > > included an example image of how its useful when retopologizing but i am sure > its useful for other things as well. > > http://projects.blender.org/tracker/index.php?func=detail&aid=32327&group_id=9&atid=127 > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers