Please keep the mid-value even for this operation. It can be good to negate a effect (vertexgroup).
Am 15.08.2012 13:46, schrieb Fredrik hansson: > just a little note on something that was removed for the svn commit the mid > value. > mainly the reason why i didn't have that affecting the strength value without > the texture was really that it would mean 2 sliders doing the same thing > really. > but on the other hand having it default to 0.5 and with a strength of 1.0 > would mean that applying a texture would give the same outwards push. > not that its a big deal to slide the mid value down to 0 when your there to > tweak the strength anyway. > what might have been better imo that i didn't do originally is to grey out > the mid value slider thus showing that its not used until you apply a texture > to it. > > either way thanks for taking a look at this so quickly and great to see it > being added to the trunk :D > > > > ________________________________ > From: Fredrik hansson<fredrikhansson_12...@yahoo.com> > To: "bf-committers@blender.org"<bf-committers@blender.org> > Sent: Tuesday, August 14, 2012 6:27 PM > Subject: [Bf-committers] Uniform displace modifier patch > > 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 > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers