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Stoehr
10-30-2006, 07:53 AM
I'd like to get some feedback on some recent experiments I've been running. Also, share my results to those who may be starting out with the Render Tree, and are coming from Lightwave or Darktree.

My goal is to create textures I can simply drag and drop, such as a “marble” texture, to an object, make it scalable and easy to edit, and be done! If all goes well, I can apply this texture to any object, and unwrapping the object is not necessary. Here’s what I have so far.

So far I have "packaged" the reusable parts of the render trees into Presets, so I can drag and drop them into any tree I need. Once I've collected enough modular render tree pieces, I can make them available.

Please, check it out. (http://theladyandthelion.com/wordpress/)

Direct link to the post. (http://theladyandthelion.com/wordpress/?p=55)

tachy0n
10-30-2006, 09:34 AM
Interesting work, though i'm curious why you chose to go with the intersection point approach to this. XSI's spatial mapping works exactly the same and has the advantage of the textures not swimming and better control. (not to mention simpler, faster rendertrees)

Stoehr
11-03-2006, 12:31 AM
TachyOn,

The spatial projection is very nice, and the render trees are certainly shorter. No arguments there. I chose the intersection point after watching a series of videos from the Softimage Production DVD's. I didn't know much about it, and I want to learn more of it's uses. I'm curious if I can make a series of common materials that are drag and droppable, without manipulating a texture projection. Also, I want try to tap into the vector space to play more with distortions. For example, placing a 3d_warp between the intersection and the texture node.

I wasn't aware of texture swimming. I'll check that out.

Well, I'm still very curious, and will be updating my progress. Your feedback is appreciated.

Matt.

JDex
11-03-2006, 12:46 AM
Nice stuff. Where'd you get the Dot Product node?

tachy0n
11-03-2006, 11:39 AM
I'm guessing its just a math node that's been renamed ? In any case you can do dot product using rendertree-->nodes-->math-->vector-scalar.

NRG-Alpha
11-03-2006, 05:39 PM
Hey Stoehr..

I just visited your site. Very nice I might add.

Just one thing though.. When visiting http://theladyandthelion.com/wordpress/, On the right-hand menu system, in the category labeled 'Resources' there is a link called 'xsi tuts'. When I clicked on this link, it brought me to www.edharris.com.. this is the wrong ed harriss though :) There is a double 's' in his url.

Just some friendly advice.. be sure to check your live links to make sure they point to proper destinations and not to improper / broken ones.

Overall, nice clean and simplified site. :thumbsup:

Cheers,

NRG

Stoehr
11-03-2006, 07:06 PM
Ah, thanks for catching the link.

Thank you for the compliment. Much appreciated!


Hey Stoehr..

I just visited your site. Very nice I might add.

Just one thing though.. When visiting http://theladyandthelion.com/wordpress/, On the right-hand menu system, in the category labeled 'Resources' there is a link called 'xsi tuts'. When I clicked on this link, it brought me to www.edharris.com (http://www.edharris.com).. this is the wrong ed harriss though :) There is a double 's' in his url.

Just some friendly advice.. be sure to check your live links to make sure they point to proper destinations and not to improper / broken ones.

Overall, nice clean and simplified site. :thumbsup:

Cheers,

NRG

Stoehr
11-03-2006, 07:09 PM
That's correct. It's a Vector_Math_Scalar renamed.

I'm guessing its just a math node that's been renamed ? In any case you can do dot product using rendertree-->nodes-->math-->vector-scalar.

Stoehr
11-04-2006, 03:15 AM
I addressed the texture swimming issue (http://theladyandthelion.com/wordpress). Intersection point alone does make the texture swim around, but if the vector_coordinate_converter is used, and set to "point" and "to object", then the texture is locked to the surface.

Still working on rotations of the texture from the render tree.

Interesting work, though i'm curious why you chose to go with the intersection point approach to this. XSI's spatial mapping works exactly the same and has the advantage of the textures not swimming and better control. (not to mention simpler, faster rendertrees)

CiaranM
11-07-2006, 03:03 AM
I addressed the texture swimming issue (http://theladyandthelion.com/wordpress). Intersection point alone does make the texture swim around, but if the vector_coordinate_converter is used, and set to "point" and "to object", then the texture is locked to the surface.

Still working on rotations of the texture from the render tree.


Thanks for that!
Very helpful.

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