POV-Ray : Newsgroups : povray.beta-test : Non-smooth heightfields Server Time
29 Jul 2024 16:20:09 EDT (-0400)
  Non-smooth heightfields (Message 1 to 4 of 4)  
From: Hugo
Subject: Non-smooth heightfields
Date: 1 May 2002 18:31:52
Message: <3cd06cd8@news.povray.org>
Hello,

I know there are problems with smooth HF's but now I see troubles with non
smooth HF's too. I haven't found anyone mention it before, though it's
probably a known problem because double_illuminate helps - though doesn't
solve the problem.. The problem arise when a texture has normals:


camera { location -6*z look_at 0 }
light_source { <30,30,-30>,1 }

height_field { function 100,100 { pigment { granite } }

 pigment { rgb 1 }
 normal { bumps .5 } // Normals activate problem

 translate -.5
 scale <5, 0.2, 5> rotate -90*x
}


Regards,
Hugo


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From: Warp
Subject: Re: Non-smooth heightfields
Date: 1 May 2002 19:05:42
Message: <3cd074c5@news.povray.org>
Hmm... What exactly is the problem?

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Hugo
Subject: Re: Non-smooth heightfields
Date: 1 May 2002 20:07:49
Message: <3cd08355@news.povray.org>
>   Hmm... What exactly is the problem?

I suppose you see half the triangles getting black and double_illuminate
changes that.. But I might have forgotten the proper way to scale (?) so it
freaks out.. I made this cut-down version for demonstration purpose, but I
don't think my original file has a scaling problem.. Let me try again asap
.. sorry for the inconvinence.


Regards,
Hugo


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From: Warp
Subject: Re: Non-smooth heightfields
Date: 1 May 2002 22:15:10
Message: <3cd0a12e@news.povray.org>
I think that part of the problem is that you are not only scaling the
heightfield non-uniformly but also the normal pattern.
  This modified version of your scene emphasizes the artifacts (replacing
the heightfield with a box gives what one expects):

camera { location -6*z look_at 0 }
light_source { <30,30,-30>,1 }

height_field { function 20,20 { pigment { granite } }
//box { 0,1
 pigment { rgb 1 }
 normal { bumps .5 scale .1 } // Normals activate problem

 translate -.5
 scale <5, 0.001, 5> rotate -90*x
}


-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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