oh yeah, totally. setting the uv coords to something greater than one. didn't think of that. i haven't tried to tile a noise texture before but it does seem like it would work out (hopefully on the diagonal-cata-corner line you wouldn't see any strangeness).
i was sorta thinking, at first to do that test with what already available in code at the moment, and the quickest way i thought of was a way-high res specular map to give an example of what i'm thinking of. and then wanted to see if you (and other programmers) think it'd be a good approach to get that sparkley rim look...also for metallic body colors, and maybe with an rgb specular map pearl coats and flip-flop colors.
if it does sound like a good idea then it could be a type of general purpose shader, that gets applied across a wide range of cars, parts, and tracks.
==
but anyways: i read your post on the front and figure all this stuff is probably back seat to the refactor. let me ask though, if i(we) should post all our big dream-feature requests to the refactor news post. so you can consider the implementation of those for the refactor...or if i(we) should make a forum thread for all that big dream stuff...or if i/we should keep out big mouth(s) shut and let you do your thing.
|