Displacement like feature
Xuaxinodal
Join Date: 2002-12-19 Member: 11158Members, Constellation
One topic I have seen posted about is the use of displacements and I had an idea which I think wouldn't take much to simulate displacements.
Essentially the engine treats everything like a displacement/mesh so I was thinking it would be nice if one could select a face and then run a subdivide/chop function on it such that it divides the selected face into a bunch of smaller triangular faces. A dialog window would let the user specify the chop size as well as any other options needed.
Something like this would be a lot easier to use than creating and connecting each vertex by hand.
Essentially the engine treats everything like a displacement/mesh so I was thinking it would be nice if one could select a face and then run a subdivide/chop function on it such that it divides the selected face into a bunch of smaller triangular faces. A dialog window would let the user specify the chop size as well as any other options needed.
Something like this would be a lot easier to use than creating and connecting each vertex by hand.
Comments
Displacement however is more along the lines of 'pushing/pulling/reshaping' geometry. So are you possibly referring to what Hammer had for 'painting' terrain?
o.O
I guess if you call high poly modeling for normal maps rare, then you'd be right. Obviously Sculpting apps (Zbrush/Mudbox) are the tools of choice of organic shapes, but for any sort of technical model, using Turbosmooth in Max is pretty much required.
Also, thats not what he was asking for. He just wants to be able to Subdivide a face so that it has more Verts/Edges to work with, as opposed to creating those Verts/Edges manually.