Re: Texture Based Modelling
m p <ysvry-/[email protected]>
| Newsgroups | gmane.comp.video.blender.user |
|---|---|
| Message-ID | <[email protected]> |
you could use the noise option and then from the side select the higher vetices and remove them. --- Sarvesh Navelkar <sarveshn-/[email protected]> wrote: > Hello, > > In both displacement as well as normal mapping the > number of vertices in deformed mesh is same as in > original mesh > > But can we change the number of vertices....like for > example by mapping a striped b/w texture can we get > the output "mesh" as only the white striped part?? > > (we can do this for output in Alpha mapping....but > that really does not change the actual mesh) > > Regards, > Sarvesh > > --- m p <ysvry-/[email protected]> wrote: > > > yes read about displacement and normal mapping. > > > > --- Sarvesh Navelkar <sarveshn-/[email protected]> wrote: > > > > > > > > > > > Hi, > > > > > > Is it possible to model/transform an object( a > > cube > > > for example) > > > into another model based on the texture applied > to > > > it > > > > > > ( My question is not about Texture > > > Alpha/transparency > > > mapping.....but actually changing the original > > mesh > > > and vertices based on the texture) > > > > > > Regards, > > > Sarvesh > > > > > > > > > > > > __________________________________ > > > Start your day with Yahoo! - Make it your home > > page! > > > > > > http://www.yahoo.com/r/hs > > > > > > > > > > > > > __________________________________ > > Start your day with Yahoo! - Make it your home > page! > > > > http://www.yahoo.com/r/hs > > > > > > > __________________________________ > Start your day with Yahoo! - Make it your home page! > > http://www.yahoo.com/r/hs > __________________________________ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.com ------------------------ Yahoo! Groups Sponsor --------------------~--> Get fast access to your favorite Yahoo! Groups. Make Yahoo! your home page http://us.click.yahoo.com/dpRU5A/wUILAA/yQLSAA/_iFolB/TM --------------------------------------------------------------------~->