AccuRender nXt

advanced rendering for AutoCAD

Hi everybody,

I think it would be a good idea to add in next versions a new type of relief in the relief tab of material editor: fur.

Of course I have no idea on how to develop it, but basic settings could be high, thikness, direction, density, etc.

What do you think out there?

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Considering all the great ideas people have asked Roy to incorporate into nXt for the past few years, I suspect you can fur-get it for a while.  Although it might make a good grass.  Fur, the other meat.

 

I think procedural textures like these only affect the way light is reflected off the surface giving the impression of a texture.

The only way to do fur and grass is to use a displacement map which alters the surface of the object at point of render.

I agree with you, Peter. Actually, my proposal was intended to have a lighter effect on materials in order to increase rendering time instead of using displacement maps.

If that is te case, you can use bump on the texture map. Every texture you like. I'm affraid you ask the best of both worlds. 3d displacement and fast rendering time. As Peter already mentioned, procedural bumps don't have a euhmm...displacement.

 

Actually, what Miguel is describing is usually implemented as a "hyper-texture".  This is a volumetric technique that probably fits between displacement and bump mapping on a continuum.  It is expensive to render and non-trivial to implement, so don't look for it any time soon.  In terms of user-demand, I think I've had one other request for it.  It is something I have been thinking about, though.  I doubt if it will be much faster than displacements (it may be slower.)

Here are some examples of hypertexture from Ken Perlin (one of the original inventors.)

Thanks Roy, I though procedural maps or hyper-textures as you describe were less cpu and memory expensive. Actually the idea come to me rendering the cow carpet here without including heavy displacement maps. Anyway, this was just a very insignificant thing respect to what you have to daily face with!
Amigos, ya que estan hablando sobre mapas de desplazamiento, pongo a su consideracion la utilizacion de MAPAS NORMALES. Adjunto un ejemplo donde la grava y el cesped poseen BUMP Y NORMAL. Espero sus comentarios

Bump and normal maps use similar technology and produce similar results.  Normal maps need to be generated by 3rd party products.  

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