View Full Version : Skydomes
doug_ 12-05-2003, 02:26 AM Hi, i've used some of the skydome systems that people have made public, and im working on my own that is procedurally animated, but i dont know how to make the light system sample its colours from the procedural textures on the dome, if some one can help me out it would be appreciated as i would like to release this here or at scriptspot, as my way of trying to give back to the max community.
thanks :)
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Originally posted by doug_
Hi, i've used some of the skydome systems that people have made public, and im working on my own that is procedurally animated, but i dont know how to make the light system sample its colours from the procedural textures on the dome, if some one can help me out it would be appreciated as i would like to release this here or at scriptspot, as my way of trying to give back to the max community.
thanks :)
Hi!
It depends on the textures used.
If you are using a single bitmap, you can read the pixel from the bitmap based on the UV coordinates of the vertex at the dome.
If you are using a complex procedural texture tree, you could use the RenderMap method to get the top level map to a bitmap and read the pixels the same way out of the bitmap.
Or you could go the hacker's way and place a camera close to the point to sample, point it at the sample location and render a 1x1 pixels bitmap to get the actual color seen in the scene. (make sure you disabled all lights and rendered with full self-illumination to get correct results). Then read the single pixel out of the 1x1 bitmap and use its color to create the respective light.
Just a couple of ideas, pick one or use your own...
Cheers,
Bobo
magicm
12-06-2003, 08:53 PM
Originally posted by Bobo
...Or you could go the hacker's way and place a camera close to the point to sample, point it at the sample location and render a 1x1 pixels bitmap...
hehe, you gotta be some twisted programmer to come up with such a solution! :thumbsup:
Martijn
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