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On 17/05/2003 at 11:20, xxxxxxxx wrote:
Cinema 4D Version: 8.100
Language(s) : C.O.F.F.E.E ;
I already made it work seemling the same as C4D's internal algorithm.
Before I say the algorithm seems odd at best, I would like to hear why it works the way it does.
It is odd at best. ( i couldn't wait )
On 23/05/2003 at 21:29, xxxxxxxx wrote:
The algorithm is dependent on the order of points/faces. First an index array points->polys is generated:
for (j=0; j<op->vcnt; j++)
pind[op->vadr[j].a] = j;
pind[op->vadr[j].b] = j;
pind[op->vadr[j].c] = j;
pind[op->vadr[j].d] = j;
Then the displacement is calculated for each point, using the face entered into 'pind':
for (j=0; j<op->pcnt; j++)
op->padr[j] = Displace(op,op->padr[j],pind[j]);
Only if the face pind[j] is in the selection map is the displacement evaluated.