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Rick Gutleber wrote:
> Two words: A Mazing! ;-)
Thanks... Hmm, your comment is making me think about height field mazes.
It might just be possible with arrays and a variation of Tek's Cells
pattern...
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nemesis wrote:
> Holy grab!
Clear the streets, the Caped Crusader is passing through ;)
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CShake wrote:
> stbenge wrote:
>> The top two images show the edge pattern at work. The edge pigment in
>> the upper-left image was rendered at less than one third quality; it
>> does get better than that :)
>>
>> Just a few features. Maybe they will prove useful...
>
> WOW!
> That top left one looks like a polycrystalline surface under high
> magnification, it already looks useful!
I hope so :)
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> Hello,
>
> Here are some example shots from hf_tools.inc, which I just dropped at
> p.b.scene-files.
>
> The top two images show the edge pattern at work. The edge pigment in
> the upper-left image was rendered at less than one third quality; it
> does get better than that :) The upper-right image is using a
> pre-rendered edge map at full quality. The edge radius is adjustable.
>
> The bottom left image shows the superellisoidal pigment encasing a
> height field. It lets you make smooth transitions from height field to
> plane, while keeping more detail at the corners (as opposed to using,
> say a spherical pigment).
>
> The bottom right image shows how an angle map can be used to transform
> textures according to the different angles of a height field.
>
> Just a few features. Maybe they will prove useful...
>
> Sam
>
> P.S. The upper-right image shows some strange behavior at the height
> field's edges. POV-Ray is handling image maps incorrectly, I think.
It looks like it can be prety usefull. I'll play with that one.
Alain
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stbenge wrote:
> P.S. The upper-right image shows some strange behavior at the height
> field's edges. POV-Ray is handling image maps incorrectly, I think.
Did you use the "once" keyword? Otherwise the image_map will repeat and
the value at 1.0 will be identical to the value at 0.0 by definition.
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Christian Froeschlin wrote:
> stbenge wrote:
>
>> P.S. The upper-right image shows some strange behavior at the height
>> field's edges. POV-Ray is handling image maps incorrectly, I think.
>
> Did you use the "once" keyword? Otherwise the image_map will repeat and
> the value at 1.0 will be identical to the value at 0.0 by definition.
Yes, I tried that. I also tried using repeat warps with the flip
command, in the hope that mirrored edges would eliminate the problem. In
theory, it should work, but it doesn't.
I really need to make a small functioning example to provide along with
a bug report.
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Alain wrote:
> It looks like it can be prety usefull. I'll play with that one.
The edge map is probably the most useful feature :)
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"stbenge" <UN### [at] hotmail com> schreef in bericht
news:4b283e59@news.povray.org...
>
> I really need to make a small functioning example to provide along with a
> bug report.
I may be talking nonsense here, but those same features are often also
created by WM or GeoControl. I don't remember them from Leveller, but it has
been a while since I last used that app. Do you think they have the same
origin? Are they the same kind of bug?
In GeoControl I can correct manually with a brush, but in hf's from WM I
just cut off a thin slice around from it by using an intersection in POV.
Not very elegant as a solution but it works.
Thomas
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Where was this years ago??!! You've created some real magic here. It must be
the coffee--drink lots more, so you can come up with more cool ideas!
I'm really looking forward to trying this out (and looking over your code, to
glean some ideas from 'the Master.')
Ken
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stbenge escreveu:
>> High!
>
> Not yet! Maybe my second cup of coffee will do the trick ;)
bwahaha. Always wanted to do some fun with that... :D
--
a game sig: http://tinyurl.com/d3rxz9
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