POV-Ray : Newsgroups : povray.general : Height fields : Re: Height fields Server Time
12 Aug 2024 09:20:22 EDT (-0400)
  Re: Height fields  
From: Stephen Lavedas
Date: 7 Apr 1999 00:47:22
Message: <370AD559.856AE320@virginia.edu>
I've already written a converted...but it isn't perfect.  I'd have to
figure out the sPatch format however.  Also due to the limitations of
BPatches (ie 4x4) you lose some data in the conversion unless you want
massive numbers of patches.

Steve


Ken wrote:
> 
> Lance Birch wrote:
> >
> > Well, I was leaving it open for other people more experienced (and as you
> > can see they've all jumped in like I expected them to).
> >
> > But:  Meshes, Bicubic Patches, Some use of Isosurface (would require the
> > patch though), Shearing and warping of a normal height field with a matrix
> > (although I don't know enough about them any more), convert a height field
> > to a mesh and edit it externally, combine height fields in such a way that
> > you could have an inverse height field on top to make the overhangs...
> >
> > OK, that's all I can think of right now.
> >
> > --
> > Lance.
> >
> > ---
> > For the latest 3D Studio MAX plug-ins, images and much more, go to:
> > The Zone - http://come.to/the.zone
> 
>   An idea for a new utility. A height field generator that uses bicubic
> patches. After the initial shape is established you can take the patch
> object into a program like spatch and make final adjustments to your
> surface topography such as flattening areas for road beds, pulling out
> cliffs, etc.
> 
> No I am not volunteering to write such a montser either. It was a fleeting
> thought that got the better of me.
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net


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