[comp.sys.amiga] TurboSilver Waters and Brush Mapping

aliu@aludra.usc.edu (Alex Liu) (07/24/90)

In article <3388.AA3388@sosaria> wizard@sosaria.imp.com (Chris Brand) writes:
>In article <10776@chaph.usc.edu> aliu@aludra.usc.edu (Alex Liu) says:
>> 
><stuff deleted>
>> texture mapping and TS does has no path motion at the vertex
>> level.
>
>The german manual of TurboSilver is the worst thing ever produced. I still
>have lots of troubles using the texture mapping. Most of the time I only
>get a completely messed up object, and I do not forget to turn off blending
>as it says in the manual (it's even printed on RED pages to prevent copying
>it! Hah!). Can anybody please give me a clear definition on the steps
>necessary to create a nice textured object (that is, an object with an IFF


Try this:

   1.  Create an axis
       This will be your brush AXIS.  The face of the brush
       is aligned along the X and Z axis.  

   2.  Group axis to object you want to wrap it on.

   3.  While the group is selected, load in your brush
       and select your wrapping flavor (XZ flat or wrap)
       Note that in the Solid (scanline) rendering mode only
       only objects wrapped with the FLAT options are drawn.

   4.  Make sure the attributes of the objects have their IFF BRUSH
       box selected with an X.  You can do this by use the Amiga-K
       (Cluster) which copies all of the attributes of the parent 
       object to its children.
    
Oh, the blending doesn't really make a big difference from my experience
.  I just keep it all the way up (255).  


After flipping thru the TSSV Texture docs and the Terrain manual, 
I can see why everyone says making water with TS is a breeze.  
In Terrain, make your waves, and save it as CEL.  It'll ask you
for the # of cells which is actually, how many frames you want.
Each cell saved has the water ripples moved.  You can later on
join this group of cells to your anim.   Kind of flimsy, but it
looks pretty slick.

The other way is to use the DISTURB texture.   Here's a good set
of values for a small scene:
Amount:     0.015
Wavelength:  12
X-Separation: 8
Small:      0.15

To animate your waves, just increment the X-Separation for each frame.
(Yep, you'd have to go into each frame and change X-Sep from 8 to 16, 24,
32, 48, ....etc.)


Attribute setting for water in a lake type scene (ie. reflective)
would be to turn on glossy, filter all the way up ($FFF), reflection
nearly all the way up, hardness and glossy all the way up, and
a good background some you'll see the ripples reflect.  



Hope this helps 

-Viet Ho
aliu@aludra.usc.edu



btw:  Chris, is your mailer working?  I'd sure like you to send
me some of your objects if you can.  You still have my mailing
address?