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Hi(gh)!
On 17.07.2013 22:01, Stephen wrote:
>> In the coming weeks, I may add smooth triangles
>
>
> I really think that you are getting there, with this. Smooth triangles
> would make it look much, much better IMO. Is it much work?
Yes, it would be. Because I would have to calculate the normal list
PRIOR to the face definitions - but as each normal should be the average
of the normals of the triangles adjacent to each corresponding vertex
(one at the northwestern and southeastern corner, two at the
northeastern and southwestern corner, three at the edges and six with
all others), the normals of the triangles and thus the triangles
themselves must be defined before!
And, yes, provided I got the correct method for averaging the normals,
smooth triangles would look indeed much better - but as the smoothness
is faked, it comes at the cost of producing strange sights when placing
objects (vegetation, houses etc.) on the mesh...
So instead I look for a method to generate isosurfaces from my
1-square-degree earth surface slices... I think it would start with a
pigment function derived from the original elevation heightfield (which
I also had to generate from DEM data in a non-POV format)... but this
pigment would be an imagemap constrained to a certain geographical
region of a sphere rather than simply mapped around the sphere.
I asked the question whether this could be doable with POV-Ray about two
weeks before on p.b.i., meanwhile also on a German POV-Ray forum, but
received no useful answers yet.
See you in Khyberspace!
Yadgar
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