POV-Ray : Newsgroups : povray.binaries.images : Making a Height Field Look Good? : Re: Making a Height Field Look Good? Server Time
15 Nov 2024 06:16:41 EST (-0500)
  Re: Making a Height Field Look Good?  
From: Chris Johnson
Date: 23 Aug 2003 06:29:01
Message: <3f4741ed@news.povray.org>
The textured one, as you say, looks much better. I think this is mainly
because the irregularities of the pigment help to disguise the triangular
artifacts on the untextured image. Nice sea btw - how did you do it?

The posts that I have made in Noe's thread about 16-bit height-fields apply
here to a certain extent, but as you have used a quite steep slopes and
quite low-resolution height fields, they're not so obvious.

The attached image shows the same heightfield at a 255x255 (left) and 16x16
(right). In the high-resolution image, because of the small gradient,
several adjacent pixels of the heighfield are the same colour, then it
sudenly jumps to the a colour one brighter, leaving ridges of one colour and

when there is an increase). This is an artifact of using an 8-bit
heightfield

On the right hand image, the resolution of the height-field is low enough
for there to be several steps in height for each horizontal step of the
height-field, so the steps no longer occur and the image appears smoother.
Its just a pain that 16-bit images aren't supported well by most image
editing programs.

Of course, small details cannot be reproduced in the low-resolution
version - to avoid this problem altogether, a 16-bit heightfield means that
with even high-resolution height map, there are always several vertical
steps per pixel, so the artifacts do not appear.

-Chris


Post a reply to this message


Attachments:
Download 'heightfields2.jpg' (25 KB)

Preview of image 'heightfields2.jpg'
heightfields2.jpg


 

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.