Hi, i'm emitting grass clumps from a field, and at render time am using a fractal scalar to displace the ground
my crappy work around for getting the grass to 'stick' to the displaced surface involves rendering out the fractal from a vertical ortho cam, using that image map as a push op on a higher rez version of the ground, then emitting the grass from that in Maya fur you can take into account surface displacement, the fur will stick to the displaced surface.... anyone thought of a better way of doing it in Soft? of course i 'could' texturemap the rendered fractal, use closest position on surface, get the texturemap value, and use that as an offset for each clump instance, but this would all be much easier if i could plug the fractal STRAIGHT INTO THE ICE TREE!!! oh and don't get me started on the fact that fractal scalar renders differently between arnold and mental ray, f5@*ing rendermap, bleh! /end of rant Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com <blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com> www.fluid-pictures.com <blocked::blocked::blocked::http://www.fluid-pictures.com/> Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71