QUOTE(Joojaa @ 08/08/07, 12:56 PM) [snapback]271200[/snapback]
Forget it, it owuld take me way too long to explain. Fist id have to teach you to write code and then pour in some higher order calculus, and computational science in. And youd still need to diallate the map.
I can however tell you how to do diallation in photoshop, if you can tell what version of pr you are using.
Hi - I'm having a similar issue to 3bpms... am using tiled segments of the lunar surface as displacement maps on corresponding poly tiles... seams are visible in renders and are big or small depending on camera position (also dark edges are visible in hardware shading which aren't in disp. map files). Not sure if I should be mapping onto a complete sphere but still suspect there would be seams... is a workaround to dillate the maps, and how is this done (using Photoshop CS 8.0 or Shake)? I'm rendering in mental ray - but could try renderman. Any ideas?! Thanks.