POV-Ray : Newsgroups : povray.newusers : How to make a texture look good from close-up and far away : Re: How to make a texture look good from close-up and far away Server Time
29 Jul 2024 04:21:08 EDT (-0400)
  Re: How to make a texture look good from close-up and far away  
From: Tek
Date: 16 Oct 2006 18:31:04
Message: <45340828$1@news.povray.org>
Well the trick they use in real-time graphics is mip mapping, which 
effectively blurs the texture according to it's distance from the camera 
(well I'm over-simplifying that a bit). You could get something similar in 
pov by fading your texture to a different pattern that looks right at a 
distance... but that's a pretty lame answer to your question!

The advantage is that you can then tweak it to look good with no 
anti-aliasing without screwing up how it looks up close.

-- 
Tek
http://evilsuperbrain.com

"clum" <nomail@nomail> wrote in message 
news:web.4531f4dfb745552628f573980@news.povray.org...
>I am making a large room with marble walls. I am having trouble getting a
> texture as detailed as marble look nice at a far distance. I made a simple
> scene to demonstrate the problem:
>
> #include "colors.inc"
> #include "stones.inc"
>
> box{0, 100 texture {T_Stone27}}
> light_source {50 rgb 1}
> camera {location 1 look_at <0, 0, 50> }
>
> With no antialiasing, this looks terrible. It's not much better with 
> +a0.3.
> The only way I can get it to look half-decent is with +a0.0 +am2 which
> takes a very long time to render, and still has a fake, drained-out look
> about it. How do I make a detailed texture look nice even from far away?
>
>


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