cherm Posted June 6, 2007 Share Posted June 6, 2007 hi all, Just one small question. The thing is I have my car animated towards a camera. Is there any way to create a tyreprint on the ground? thanks to all. please help. cherm Quote Link to comment Share on other sites More sharing options...
aracid Posted June 6, 2007 Share Posted June 6, 2007 Hey man how close do u get to this trail? like a skid mark? if u check the file, make sure u render the rop sop :-) this might work for what u doing tyre_v1.hipnc Quote Link to comment Share on other sites More sharing options...
cherm Posted June 6, 2007 Author Share Posted June 6, 2007 Hey manhow close do u get to this trail? like a skid mark? if u check the file, make sure u render the rop sop :-) this might work for what u doing Thank man. Your help is really appreciated. Yes, I am doing a skid mark. My car is drifting towards the camera, and I want o have a skid mark left on the ground (sand). My ground has a VEX mountain applied to it as well. I have one stupid question. If I follow what you did in the hip file...should I use the alpha to displacement map my ground (my ground has a texture on and displacement map on to gain a look of sandy ground)? this is my test render of the ground. thanks again cherm Quote Link to comment Share on other sites More sharing options...
aracid Posted June 7, 2007 Share Posted June 7, 2007 Hey yeah, i suppose, if u want to give the illusion that the ground is being perturbed: convert that vop network into a displacement shader, just use the Cd value to displace the normal. or convert that shader into a sop and displace the surface based off the point cloud, however a high level of detail displacement will have to have a heavier ground mesh because the points are being displaced, thats why it may be a better idea to do it in a displacement. but if u just need a quick solution, id definately go with sops. let me know if u need a example file Quote Link to comment Share on other sites More sharing options...
cherm Posted June 7, 2007 Author Share Posted June 7, 2007 Heyyeah, i suppose, if u want to give the illusion that the ground is being perturbed: convert that vop network into a displacement shader, just use the Cd value to displace the normal. or convert that shader into a sop and displace the surface based off the point cloud, however a high level of detail displacement will have to have a heavier ground mesh because the points are being displaced, thats why it may be a better idea to do it in a displacement. but if u just need a quick solution, id definately go with sops. let me know if u need a example file Hi there, i think i need an example of how to convert that shader into a sop and displace the surface. Thanks a million Quote Link to comment Share on other sites More sharing options...
aracid Posted June 7, 2007 Share Posted June 7, 2007 Hi there,i think i need an example of how to convert that shader into a sop and displace the surface. Thanks a million tyre_v2.hipnc Hope this helps, Quote Link to comment Share on other sites More sharing options...
cherm Posted June 7, 2007 Author Share Posted June 7, 2007 tyre_v2.hipncHope this helps, Thanks man. it's very helpful. I have one more question about deep shadow map. If I have to render 150 frames do I have to render deep shadow map (.rat) for every frame? Or I just created once? Thanks again. you saved my life big time. Quote Link to comment Share on other sites More sharing options...
aracid Posted June 7, 2007 Share Posted June 7, 2007 Thanks man. it's very helpful. I have one more question about deep shadow map. If I have to render 150 frames do I have to render deep shadow map (.rat) for every frame? Or I just created once?Thanks again. you saved my life big time. When it comes to shadow maps: if the object that Casts a shadow is moving... then u have to recompute shadow maps. & if nothing is moving, then obviously only one shadow map :-) Quote Link to comment Share on other sites More sharing options...
cherm Posted June 7, 2007 Author Share Posted June 7, 2007 When it comes to shadow maps: if the object that Casts a shadow is moving... then u have to recompute shadow maps.& if nothing is moving, then obviously only one shadow map :-) hi again, i rendered 10 frames out just to check the shadow maps, but it seems like all 10 .rat files (the shadow maps) look exactly the same. correct??? cheers Quote Link to comment Share on other sites More sharing options...
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