Hello again 2008/7/15 Alex Drinkwater <[EMAIL PROTECTED]>:
> Mornin! > > On 15 Jul 2008, at 10:41, Chris Wood wrote: > > Yes: use the 'shaded material' patch. Create something like a blurred white > circle on a black background as the light texture (experimenting with the > amount of blur and position can make a big difference). The output of that > is basically a lit bump map, which is good for bumping fairly flat surfaces > (the lighting will look wrong on anything else, like a sphere or cube). > > > That's a shame. I was hoping maybe I could use the method to light my VDM > spheres. Back to the drawing board on that one, then. > > http://machinesdontcare.wordpress.com/2008/05/22/radial-vdm-sobel-normalmap/ > > It might be possible by changing the bump map to polar coordinates, lighting it, then changing back to cartesian. I could have sworn there was a built-in patch to do just that, but I can't find one to check. Should be easy enough with a CI filter though I think. > > Otherwise, you can use various lighting methods in the GLSL patch - > anything from bump or normal mapping up to parallax occlusion mapping. > > > I've been looking into that, as it happens. Bump-mapping is tricky, > actually, as QC primitives don't supply a tangent vector vertex attribute, > which is required for most kinds of bump-mapping. I'd love to be proved > wrong on this though. > Yes, you generally need normal data, which can be recalculated in the shader at the expense of some nasty maths and a performance hit. Or if you're building your own primitives from a grid, it's possible to do various hacky alternatives. Neither method is particularly pleasant though. > > As for shadows; again I may be wrong, but I don't think this is currently > possible in QC, as there aren't any builtin patches for it, and you can't do > shadows purely in GLSL. > Self-shadowing is possible in certain cases (not that it'd be much use if you're just using the primitives), and there are ways of adding shadows post-render (like doing a render in image, then using a CI filter or GLSL to do shadowing based on the z buffer, although I can see it being slow, and I've not tried it to see how it works. Chris > > a|x > > > > > Chris > > > 2008/7/15 Mark Harris <[EMAIL PROTECTED]>: > >> Is there anyway to apply bump maps or shadows to 3D objects in Quartz (or >> any sneaky tricks) ? >> Thanks mark >> >> ___________________________________________________ >> >> *Fluid* >> Fluid Studios, 12 Tenby Street, Birmingham B1 3AJ >> Tel: +44 (0) 121 212 0121 Fax: +44 (0) 121 212 0202 >> E-mail: [EMAIL PROTECTED] Web: http://www.fluidesign.co.uk >> >> ___________________________________________________ >> >> All concepts/images included in this electronic mail remain (c) copyright >> of >> Fluid Graphic Designs Ltd T/A Fluid 2008. >> >> Privileged, confidential and/or copyright information may be contained >> In >> this email, and is only for the use of the intended addressee. To copy, >> forward, disclose or otherwise use it in any way if you are not The >> intended >> recipient or responsible for delivering to him/her is prohibited. If you >> receive this in error, please contact the sender and delete the material >> from any Computer. >> ___________________________________________________ >> >> >> >> >> >> _______________________________________________ >> Do not post admin requests to the list. They will be ignored. >> Quartzcomposer-dev mailing list ([email protected]) >> Help/Unsubscribe/Update your Subscription: >> >> http://lists.apple.com/mailman/options/quartzcomposer-dev/psonice%40gmail.com >> >> This email sent to [EMAIL PROTECTED] >> > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > > http://lists.apple.com/mailman/options/quartzcomposer-dev/the_voder%40yahoo.co.uk > > This email sent to [EMAIL PROTECTED] > > >
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