creating rocks

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7 comments, last by zedzeek 18 years, 8 months ago
I would like to create some 3d rocks by picking points on a distorted sphere and then computing the convex hull of them. Does anyone have any ideas on how I might distort the sphere? Also, I would like to "unwrap" the triangles of the rock so that they are all on one plane, and I can then figure out texture coordinates easily. Does anyone know how these unwrappings are traditionally done? Mike http://www.coolgroups.com/forum/
Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
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I want the surface of the rock to be smooth, so I must pick a substantial amount of points. If I do that with a sphere, it will just be pretty much a sphere.

Mike
http://www.coolgroups.com/forum/
Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
I don't think I can afford a modeler. Which one do you use?

Mike
http://www.coolgroups.com/forum/
Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
I've already gone through the trial version of 3ds max, so I can't really use it anymore. I might try learning Blender someday, but I think it has a steep learning curve.

Mike
http://www.coolgroups.com/forum/
Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
I would try taking a sphere (with whatever triangulation you like on it) and adding 3D-Perlin noise to the radius of each point. The smoothness of the rock can be adjusted by combining different octaves of the noise with different weights, or by using only a few octaves.

I don't have good advice on how to generate good textures. Maybe just use a cube?

Once you settle on a solution, it would be great if you could post your conclusions and some screenshots.
As far as generating texture coordinates goes, there's been some interesting stuff in the latest DXSDK releases for textures atlases and IMTs. Basically a full library for taking a mesh and laying it out flat on a texture, optimizing the texel/polyarea ratio, etc. You'd just need to write a little frontend to load your data and pass it to D3DX.

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

Quote:Original post by mike74
I might try learning Blender someday, but I think it has a steep learning curve.


Not really. Blender is actually extremely easy to use. Don't let the foolish talk of puny mortals scare you away from what is really a fine piece of software.
The more I think about it, the more I think I probably just want to go with some sort of volumetric texture. If you know of any good ones for a rock, please let me know. Also, it would be nice if there was a program that could apply a volumetric texture to an object and then convert it to a 2d texture and texture map it. That way you could save memory. Has anyone heard of such a program?

Mike
http://www.coolgroups.com/forum
Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
if u seacrh flipcode 2/3 years ago i posted an image of creating rocks from noise (prolly a description with the images as well)
if u treat the sphere as a cube ie 6 sides u can get '(*)perfect' mapping when u unwrap it

*slight distortion in corners but u have very little texture wastage

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