Author Topic: Object Surfaces  (Read 421 times)

Offline WASasquatch

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Object Surfaces
« on: July 06, 2018, 05:13:50 PM »
It'd be cool if internal TG objects had "Faces" and those faces could be applied other objects or shaders on that specific face to build from. With the cube, octahedron, and stuff, I could create buildings/temples which would be cool. Even further I could create a wall with my brick texture, and than place an array of "cubes" on top to make it look like a medieval wall.
« Last Edit: July 06, 2018, 08:44:32 PM by WASasquatch »
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Offline luvsmuzik

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Re: Object Surfaces
« Reply #1 on: July 07, 2018, 12:47:29 PM »
I sort of agree on a few of these points. I would like to see the object populator incorporate array (and maybe it does in a way I do not comprehend). Luc Bianco's field of heather is an example that comes to mind. object spacing at exact ratio. I have tried with limited success to set an object population in a row/column of 1, with repeating instances spaced at intervals. Your idea of a wall is doable in similar fashion, but a very tedious process, guess work (for me) and not really precise measure imo.

Ulco made a procedural fountain with his expertise,  so I suppose anything is possible. :)

Offline WASasquatch

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Re: Object Surfaces
« Reply #2 on: July 07, 2018, 05:04:42 PM »
I sort of agree on a few of these points. I would like to see the object populator incorporate array (and maybe it does in a way I do not comprehend). Luc Bianco's field of heather is an example that comes to mind. object spacing at exact ratio. I have tried with limited success to set an object population in a row/column of 1, with repeating instances spaced at intervals. Your idea of a wall is doable in similar fashion, but a very tedious process, guess work (for me) and not really precise measure imo.

Ulco made a procedural fountain with his expertise,  so I suppose anything is possible. :)

I'm assuming a image map or function map is used to create a mask with fine points. But I don't think populations can ever be exact because of their internal seed and variation.
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Offline Dune

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Re: Object Surfaces
« Reply #3 on: July 08, 2018, 06:01:34 AM »
Strange (or maybe not) thing is that if you float your pop a single line with equal distances is possible, as soon as you put it on earth the single line is broken.

Offline WASasquatch

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Re: Object Surfaces
« Reply #4 on: July 08, 2018, 06:25:41 AM »
Strange (or maybe not) thing is that if you float your pop a single line with equal distances is possible, as soon as you put it on earth the single line is broken.

Oh weird, that's interesting. Going to have to test this. :D
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Offline bobbystahr

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Re: Object Surfaces
« Reply #5 on: July 08, 2018, 03:22:27 PM »
Can't remember how atm but I've made a couple of reasonable grain fields so it's possible.
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anything