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In article <3d503959@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> Of course this raises the question why do you want to use an isosurface
> to create a heightfield at all?
> The only thing I can think of is that you want to use non-linear
> transformations on the heightfield. Creating a mesh instead of an isosurface
> will lead to enormously faster render times, and you can move the vertex
> points at will, which simulates non-linear transformations.
Less memory, no trouble with faceting or other triangle problems.
> I think there are macros in the official distribution for this (I don't
> remember if they allow transformations, but if they don't, you can make
> your own version of the macro with vertex transformations).
There are height field generator macros, they don't really have any
advantage over the height_field primitive except that there are
cylinderical and spherical versions available. (and I like the smoothing
better)
You still have the "no overhangs" restriction, for example. However, the
code is there, so you could modify it to do whatever you want.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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