Subject:
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Re: Crazy, OK Heretical Idea ...
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Newsgroups:
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lugnet.cad
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Date:
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Thu, 1 May 2003 22:05:52 GMT
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Viewed:
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797 times
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In lugnet.cad, Steve Bliss writes:
>
> Defining the material would be one side of the issue. We (ie, the LSC)
> could adopt/adapt the LDLite COLOR statement to handle materials.
Create a 0 MATERIAL extension instead, where you can define the properties
of the surface (smooth, bump, rubber, etc.) and keep the color selection
using the standard LDraw way so we don't break compatibility.
> My question is really on the technical side: I'm somewhat aware of the
> technique of texture-mapping, but I don't know if that can be achieved
> in renderers like LDLite (without major changes to the rendering
> engine).
This is a case by case issue, each program would need different changes to
support it.
> If that's possible, would it be possible to implement some kind of
> gray-scale 'pearlescent' texture-mask, that could be combined different
> color values to achieve a rendered surface? There are a number of
> different pearlescent 'colors' already, it'd be nice to have a single,
> flexible, open-ended technical solution that could address them all.
I don't know what you mean by pearlescent, could you link a picture?
> > I'm not sure that 'textures' themselves are required, but then
> > again, Textures may be a better way to do printing and stickers
> > on bricks so....
>
> That's possibly true. But 'better' might not be the right word. It
> would definitely be easier and faster to produce patterned part files by
> scaning printed bricks, making raster files, and apply those rasters to
> brick surfaces. But the vector files we create now generally give more
> pleasing results at different scales.
Just make the textures with a good enough resolution and you won't get
many artifacts. The vector graphics we use also don't look good in all cases
and have z fighting problems if the authors are not careful.
Leonardo
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Message has 2 Replies: | | Re: Crazy, OK Heretical Idea ... [DAT]
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| (...) I like this. It would allow you to define a bunch of materials up front and then apply them to some of the surfaces. Could we use this for printed textures as well, or would that be better with a different meta-command? How would you apply the (...) (22 years ago, 2-May-03, to lugnet.cad)
| | | Re: Crazy, OK Heretical Idea ...
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| (...) I appreciate that. But the only software I've seen use texture mapping has been based on raytracing. Well, actually I don't know how most gaming engines work. BUT, I still want to know -- is there a texture-mapping algorithm that mere mortals (...) (22 years ago, 10-May-03, to lugnet.cad)
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Message is in Reply To:
| | Re: Crazy, OK Heretical Idea ...
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| (...) Defining the material would be one side of the issue. We (ie, the LSC) could adopt/adapt the LDLite COLOR statement to handle materials. My question is really on the technical side: I'm somewhat aware of the technique of texture-mapping, but I (...) (22 years ago, 1-May-03, to lugnet.cad)
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