11-10-2015, 09:56 AM
Hmm. Not sure how, or even if, its feasible to do this with mesh (it kind of isn't in some ways, due to it not being "real" mathematical objects), but.. there are some neat tricks that can be done by using normals - such as leaving the bottom of an object "dry", while the top ends up "wet". Also.. with the one old plugin that was re-dug up, we can now make normal maps, and we also have support for displacement, and probably specular (right, it says gloss)?? But, even if we had shaders for these, the autouv "assumes" that any texture made is "diffuse", so there is no clean way to bake the others, and have them applied immediately. Though, this probably only applies, in fact, to specular maps,since the others need to be applied to "lower rez" version of the objects, so.. maybe not that big an issue for them.
Mind telling Wings3D that you, say, wanted the object to have X texture, but also hit it Y face, as the center, with a paint ball, and it need to spread only Y diameter, and then only to surfaces that are less than 10 degrees from that faces angle, then produce a "smooth" and believable splat on it... has got to be a whole lot easier to do if your target was actually the shape it seems to be, not a lot of triangles that only approximate it. lol Still.. might be an interesting idea for someone to play with.
Honestly.. kind of wish there was a universal shader that mimicked everything I know I can do with POV-Ray. :p Most of that stuff, even if feasible to do, would require writing whole new shaders, one for each "function", and then.. well, supporting variable color sets, with "percentage of this color used in the map", like some stone textures use... Yikes.. Still. Guess I need to look into how these things go tick, and whether or not I can come up with something useful myself. But.. got no idea how one would go about the direction (normal based) effects and make them work properly...
Mind telling Wings3D that you, say, wanted the object to have X texture, but also hit it Y face, as the center, with a paint ball, and it need to spread only Y diameter, and then only to surfaces that are less than 10 degrees from that faces angle, then produce a "smooth" and believable splat on it... has got to be a whole lot easier to do if your target was actually the shape it seems to be, not a lot of triangles that only approximate it. lol Still.. might be an interesting idea for someone to play with.
Honestly.. kind of wish there was a universal shader that mimicked everything I know I can do with POV-Ray. :p Most of that stuff, even if feasible to do, would require writing whole new shaders, one for each "function", and then.. well, supporting variable color sets, with "percentage of this color used in the map", like some stone textures use... Yikes.. Still. Guess I need to look into how these things go tick, and whether or not I can come up with something useful myself. But.. got no idea how one would go about the direction (normal based) effects and make them work properly...