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
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