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Topic: dynamic texturing (Read 931 times) |
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toxi
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dynamic texturing
« on: Nov 13th, 2003, 7:55pm » |
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this is slightly related to flight404's water thread. i've played around a bit with my little demo and tried my luck with using textures in processing: http://www.toxi.co.uk/p5/water/index2.html it's very slow and probably needs quite a fast machine. i'm using a 2nd perlin noise map to generate a dynamic texture with alpha channel which is then applied as an additional texture layer to the (also perlin generated) surface mesh using planar UV mapping. moving the mouse vertically, you can control the impact of the 8 octaves used by the noise() function and alter the frequency spectrum of the waves. there's also a very simple particle system to simulate spray foam for very high waves (move mouse to the bottom of the applet).
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http://toxi.co.uk/
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Koenie
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Re: dynamic texturing
« Reply #1 on: Nov 13th, 2003, 8:18pm » |
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Very nice work, toxi! I guess it would be quite cpu-intensive if the dynamic texture was more detailed. I think the foam spray thingy looks really stupid, but the rest is super sweet! Koenie
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http://koeniedesign.com
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toxi
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Re: dynamic texturing
« Reply #2 on: Nov 13th, 2003, 8:32pm » |
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i know it's really,really cheesy/lame, but hey, just left it in as the code was written... plus the whole thing is more or less meant as a speed test, no aesthics involved btw. you can test using a more detailed texture if you crank up the "imgScale" variable. at the moment it's using a 20x20 pixel area per 2 triangles.
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http://toxi.co.uk/
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flight404
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Re: dynamic texturing
« Reply #3 on: Nov 13th, 2003, 9:24pm » |
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Wow. Get outta my head. I too was working on a new water test which uses a 2nd perlin noise map to generate a dynamic texture with alpha channel which is then applied as an additional texture layer to the surface mesh using planar UV mapping. ahem.
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