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Orchid XP v3 wrote:
>>> Well, it's 160 splash functions added together. (!)
>>
>> Well, as there is no overlapping, no internal bubbles... Why can't you
>> use a heightfield with a high enough resolution and some "smooth"
>> thrown in for good measure. I'd think it would look much the same for
>> this scene. You can use functions for heightfields just as well:
>>
>> #declare HF_Detail = 100; //Simulates image-resolution of 100x100
>> height_field{
>> function HF_Detail,HF_Detail{ HF(x,y,z).gray }
>> smooth
>> }
>
> And that does what, exactly? Makes a 100x100 polygon mesh and applies
> some normal trickery to give the illusion of a smooth surface?
Yep, 100x100 triangle mesh and then just smooth_triangles, sorta.
> Well, you learn something every day. Just out of curiosity, how does a
> heightfield work when used as a "solid" object? Clearly the function
> defines the upper surface, but what about the lower one?
Everything "underneath" the heightfield is solid, everything above
isn't. So in the cube from <0,0,0> to <1,1,1>, you divide the box into a
lower and a top part with the heightfield.
Regards,
Tim
--
aka "Tim Nikias"
Homepage: <http://www.nolights.de>
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