CompuServe Thread

#Texturing Metaballs

12 messages in this thread
#165112From: James FranssenApr 17, 1995 2:43 AM
What is the best way to texture objects created separately with Metaballs? For example, creating striped legs (created separately from the body) and spotted body of a creature where the body and the legs were created with Metaballs. I notice in the manual it is not advised to name the texture anything other than Metaball, but I need the Metaball structures to have different properties. Thanks. -James Franssen
#165118From: Kyle J. McKisicApr 17, 1995 6:45 AM
James, Keep in mind that one youhave created a mesh through metaballs, it's treated just like any other. This is kind of a gray area. 🙂 it really depends on your mesh object, and which detail is most important. Say for legs, I would probabjy project planar mapping coordinates rom the side. This is because any skin creases and folds that you have on one side of the leg, you'll probably have on the opposite side as well. (unless you're dealingwith muscle structure – and that's a whole new ball game). One thing you have to be careful ov when using planar maps, is that the opposite side of your mesh will have the values of the bump maps inversed. (this inverted mapping ONLY occours with bump maps – not texture, or any other) A way around this is to create an 'inverse material' and select the polygons on the opposite side of the leg and apply that material to them. If you have The Script Extensions, I'd suggest that you download SELECT.ZIP from the Scripts Library (#18): File explination – ——————————————————————————- —- Fantastic script for The Script Extension PXP. This utility selects faces on multiple objects according to the direction of their normals–something you cannot do any other way. Say you want all the faces which are oriented vertically? SELECT.P3D does it in a flash. Fully documented code with a nifty user interface. Check it out. (Requires TSE.) (DL time at 2400 baud: under 1:00) ——————————————————————————- —- as for the body, you could do it in the same way – it just depends on where you want to see more detail. You could use cylinderical mapping coordinates as well, but I tend to use planar when I can because it makes it much more straight forward when I'm drawing the maps. -Kyle
#165183From: James FranssenApr 17, 1995 3:02 PM
>> it really depends on your mesh object, and which detail is most important. << Thanks Kyle, this helps a bit. I was just under the assumption that the mesh HAD to have a texture name of Metaball for best results during rendering. Thanks again. -James Franssen
#165218From: Kyle J. McKisicApr 17, 1995 5:16 PM
James, <<I was just under the assumption that the mesh HAD to have a texture name of Metaball >> This is true, only if you're using Manim.axp to create new meshes each frame. otherwise, you're free do do what you want. -Kyle
#165320From: John EllisApr 18, 1995 1:55 AM
Kyle, Has using X-mas PXP with MetaReyes been suggested? If not it seems like a really great way to get the base of a model built. What do you think? John
#165341From: Kyle J. McKisicApr 18, 1995 6:07 AM
John, hmm . . . . interesting thought. I certainly haven't tried it. but I will. If I rember correctly, X-mas places 8 sided objects either on each vertex, in the center of eacy face, or both. Actually, now that I think about it, I doubt it'll work because all the little spheres will be elements within an object (I think). and Metareyes need each sphere to be it's own seperate object. But, nevertheless, it's worth a try. -Kyle
#165426From: John EllisApr 18, 1995 2:00 PM
Kyle, I think you're right about it being elements, but it seems they'd be easy enough to detach. I wonder if this is something TSE can handle. Then its a question of whether the sphere's will work, at least as a starting point. My thought was that this might provide a good base… I haven't had nearly enough time to check out MetaReyes, anyway hope its a step forward… Thanks, John
#165431From: Kyle J. McKisicApr 18, 1995 2:46 PM
John, <<My thought was that this might provide a good base>> I think it might – I'll look into it tonite. -Kyle
#165778From: Dan O'LearyApr 20, 1995 9:08 AM
>> I think you're right about it being elements, but it seems they'd be easy enough to detach. I wonder if this is something TSE can handle…. << TSE isn't particularly adept with elements – in fact, there is no way to address them with TSE. – Dan / n-Space, Inc.
#165791From: John EllisApr 20, 1995 9:52 AM
re: TSE and elements. Thanks Dan, That's good to know, there may be some other options. Regards, John
#165442From: LEE STEELApr 18, 1995 3:49 PM
You know, Kyle, I did some experiments with using a higher face count (smaller face size) and created a metaball material with bump mapping and NOT the mshade.sxp. In some cases mshade did not seem to make THAT big of a difference. The bump mapping will help disguise the faces. As with any IPAS….. experiment, experiment, experiment! Lee
#165464From: Kyle J. McKisicApr 18, 1995 5:26 PM
Lee, << I did some experiments with using a higher face count (smaller face size) and created a metaball material with bump mapping and NOT the mshade.sxp. In some cases mshade did not seem to make THAT big of a difference. The bump mapping will help disguise the faces.>> you're absolutely right. I've found that as well. The only time I might use Mshade is for say, chrome, mercury, or something that needs to look very smooth, shiny and perfect. I've also found that just a texture map will do the trick. << As with any IPAS….. experiment, experiment, experiment!>> or, experiment, experiment, experiment, catch up on all the work you need to do becuase you've wasted so much time, experiment, experiment, experiment, catch up . . . etc. <BG> -Kyle