Hi Mark : > It can be done but it's more cumbersome...
(edit is placed at bottom of this mail) > Correct me if I'm wrong... Thanks Mark , sounds feasible . Where abouts in VSL do we plug formulas in ? Is there an example anywhere in the HTML manual (or anywhere) where a user defined for- mula is used in VSL (I don't think so) . > The thing I meant didn't have to do with displacement specifically... > it's just a tool (imaginary for now) that allows pasting of objects > procedurally, using VSL or textures instead of manual hard labour ;) Yes , of course , and that is exactly and very specifically what I am blowing all this wind about : again - using VSL to evaluate a mesh's qualities via boolean logic so that colours/objects/etc can be automatically distributed or applied . I've been asking about that here for some time now , so of course I understand what you are talking about since it is exactly the very same thing I was suggesting a year ago , using WCS's automatic texture and object placing controls as an original example . No idea what words I'm using that are confusing this simple concept (attack a mesh with VSL ... remember ?) . Going around in a big circle here again ... no idea why . Anyway , to answer your above reply more specifically , now that the misunderstanding is cleared up , what I was getting at (was if VSL can evaluate a mesh (somehow) can it evaluate a displaced mesh (as opposed to a polygon/nurbs mesh) in order to attach objects to the exact surface of that displ- aced mesh , accurately & automatically (whew!!) . > Displacement isn't suitable for close-ups, that's a limitation: the > camera can't get 'into' these landscapes. I think that's one of the > most difficult things to achieve: both large-scale and small-scale in > the same scene... Ya , but doesn't that just boil down to mesh density ? Surely we can have displaced facial features so then the mesh size must be expanded for closeups ... huge meshes must be used for detailed landscapes , which might not be feasible with todays hardware . > I also worked with high-density meshes in poly and triset mode, this > is more flexible than the displacement approach but you see the polys > ;( It would be nice to have displacement available in these modes too. Yes , but how dense exactly ? How about nurbs ? How dense exactly ? Anyway my point in that last mail was that the densities required may requre hardware beyond today's in order to raytrace these super dense meshes . > -Mark H studio It can be done but it's more cumbersome... OR: just put different If statements behind each other -> example: IF A>0 OR B>1 ... becomes in VSL: If (A>0) .... [statements] If B>1 ... [the same statements] AND: nest them: IF A>0 AND B>1 ... becomes in VSL: If (A>0) If (B>1) [statements] ELSE: IF A>0 ... ELSE ... becomes in VSL: If (A>0) ...[statements] If A<=0) ...[statements] Correct me if I'm wrong...