Good Renderer, Better Terrain Creation, But...

Started by rcallicotte, September 30, 2008, 09:36:40 AM

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JimB

Quote from: Hetzen on October 02, 2008, 05:15:23 PM
As for the export issue, I was thinking more in line with a planet side (lol pun sort of intended) pro-boolean which allowed geometry output after displacement shader activity. For example, using FumeFX against geometry, or Thinking Particles to interact in collision fragmentation.

Jon, that can be done via the LWO Micro Exporter which is done through the render node. The result is like a LIDAR scan (that's how I explain it to clients - has holes where the camera can't see the surface), but you can set up an animation render that 'scans' the terrain over an animation, and will give you meshes per frame. The trickiest part is welding the polys together in your favoured 3D app, given that the output meshes can be pretty huge.
Some bits and bobs
The Galileo Fallacy, 'Argumentum ad Galileus':
"They laughed at Galileo. They're laughing at me. Therefore I am the next Galileo."

Nope. Galileo was right for the simpler reason that he was right.

Hetzen