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000356_owner-lightwave@webcom.com_Thu Jul 20 12:40:19 1995.msg
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1995-08-06
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Date: Thu, 20 Jul 1995 15:45:12 -0400
From: PalaBart@aol.com
Message-Id: <950720154503_37033236@aol.com>
To: lightwave@webcom.com
Subject: Re: Pools...DMaps and Bump Maps
Sender: owner-lightwave@webcom.com
Precedence: bulk
SCott,
I've found the following to be a good Displacement map to use when starting a
pool. Should have no problems with flipped or distorted polygons. (At
least, I haven't.)
Object
X=15m 75 polys, Y=0m, Z=10m 50 polys. Triple.
This gives you a flat plane 7,500 polygon object after you triple it.
150x100 would be better for final production (30,000 polygons after
tripling) but this will let you see the wave pattern and takes a lot less
time to render.
Color 30, 210, 195
Spec = 100%
Refl = 30%
Gloss = MAX
Trans = 100%
Color Filter ON
Refractive Index = 1.3
Smoothing ON
DMap:
Ripples
Texture Amplitude = .05
Wave Sources = 3-4 (3 is a more defined wave pattern, 4 gives "rougher", more
random looking effect.)
Wave Length = .5
Wave Speed = .025 - .05
Texture Size = 5, 10, 5 (increasing Y gives the appearance of a longer
wavelength in one or more of the wave sources.)
This is a good place to start. it has an easily seen wave pattern, and it's
easy to adjust a parameter and see what happens. With ripples changing
wavelength, texture size, texture center and amplitude can all have similar
effects. So vary one parameter at a time and watch the changes. One nice
thing about DMaps is that you can (mostly) see the effects without having to
render it.
Sometimes Bump Maps can do just as good a job as DMaps with water, and they
don't take nearly as long to render. Here's a Bump Map that will give a
similar (but not exactly the same) effect as the Displacement map above.
Bump Map:
Ripples
Amplitude 75%
All other settings the same.
This will not have as much definition as the dMapped object, but the texture
will be the same.
To see these best position the camera at an acute angle looking down on the
object, say 80 deg pitch. Put a spot light off to one side at a shallow
pitch, say 20 deg. to the object. This will show the definition of the
pattern best.
Bart Palamaro
Dark Horse Productions
palabart@aol.com
PS.
All purists avert your eyes, Crass Commercial Follows:
Actually this stuff and a whole lot more is covered in my "Displacement and
Bump Mapping" tape.
Gimme a call if you wanna know more.
610-838-2905
--
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