Flat
07-22-2003, 04:10 AM
...and that's the problem mr. Sulu.
Okay, I'm trying to do your regular oh-so-original asteroid field.
Except that I decided for volumetrics instead of geometry.
So I dumped a few SPP in the usual asteroid field pattern (complete chaos :)), added HV's, and tweaked the hypertexture until I was satisfied with the looks of it. Fine.
Until the suckers moved.
If I use PFX for particles motion the hypertexture stays put and the voxels are moving through it, which is bad.
Okay, let's do without PFX then.
Using a particle object the hypertexture follows ok, but all the "rocks" are moving as one, which is bad too. Adding a displacement map to the object adds a nice randomness to the movements but now it's the texture (not hypertexture) that doesn't follow anymore, like it was on World Coords. :(
I tried a few things, like putting World coords on with the object itself as ref obj, even putting the displacement map as a layer on the textures using texture displacement, nothing worked so far.
Is there a way to get HVs to behave and move in a rock-like manner or should I get back to point-clone-plussed boulders ?
Phil, out of ideas on this one. :confused:
Okay, I'm trying to do your regular oh-so-original asteroid field.
Except that I decided for volumetrics instead of geometry.
So I dumped a few SPP in the usual asteroid field pattern (complete chaos :)), added HV's, and tweaked the hypertexture until I was satisfied with the looks of it. Fine.
Until the suckers moved.
If I use PFX for particles motion the hypertexture stays put and the voxels are moving through it, which is bad.
Okay, let's do without PFX then.
Using a particle object the hypertexture follows ok, but all the "rocks" are moving as one, which is bad too. Adding a displacement map to the object adds a nice randomness to the movements but now it's the texture (not hypertexture) that doesn't follow anymore, like it was on World Coords. :(
I tried a few things, like putting World coords on with the object itself as ref obj, even putting the displacement map as a layer on the textures using texture displacement, nothing worked so far.
Is there a way to get HVs to behave and move in a rock-like manner or should I get back to point-clone-plussed boulders ?
Phil, out of ideas on this one. :confused: