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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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