|
|
Yes that is it! It make quite a difference and you can do a directional
smear on the grime to show water flow too.
The hand made tech works well, but I wonder if there is a more generalized
shader/texture/pigment based solution?
I guess it would not matter if you could call the GIMP graphics server from
POV code, then even your original depth maps could be code generated as
well as inserted as textures.
Hmmmm.... I wonder if the core GIMP graphics engine could be bolted onto
POV?
Simon de Vet wrote:
> This technique works very well, but unfortunately is only suited to
> imagemaps.
>
> I took my heightfield and blurred a copy, thus rounding the sharp edges. I
> then subrtacted the original sharp image from the blurred image using
> Gimp, leaving only the blurred regions which were higher than the
> unblurred. This resulting image was then inverted, tweaked, and applied to
> the heightfield as an imagemap.
>
> The results look great, in my opinion.
>
> The only problem I have is that the resulting texture is an opaque
> imagemap, which makes blending it with an onderlying texture a little
> tricky. I tried setting it to filter 1.0, but this does not allow the
> degree of grime to be adjusted, short of modifying the imagemap itself.
>
> Couple of attached images showing the procedure and results.
>
> -- Simon
Post a reply to this message
|
|