deformvertexes tears brushwork along edges


(rgoer) #1

Is there a way to prevent deformvertexes from “tearing” brushwork along its edges?


(onu) #2

I assume you’re talking about deformVertexes wave, or deformVertexes bulge. If so, then no. We can’t move vertexes independantly (with a wave form) unless it’s perpendicular to the surface. Thus, two faces at at a different angle will appear to tear away from each other.

You can move an entire set of faces in a fixed manner with “deformVertexes move,” but it doesn’t sound like that’s what you’re after.

This is all assuming you’re talking about a standard brush face though. Should you be talking about patches, well, that’s a different story entirely.

Using patches it might be possible to construct a shader to do what you want, but I can’t say as I don’t know what your goal is, precisely.


(rgoer) #3

I’m working on a liquid shader, but when I apply it to a brush the brush just tears itself apart (mildly). And yeah, I’m using deformvertexes wave. You mention patches–when I apply it to a patch, the patch holds together, but patches can’t be liquids so the “water” part of my shader gets kind of ignored. Am I just S.O.L. here?


(ydnar) #4

You can use a nodraw water shader on a brush.

y