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28 Jun 2024 07:27:20 EDT (-0400)
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From: CShake
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 12:21:49
Message: <4b27c5ad$1@news.povray.org>
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!


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From: stbenge
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 13:46:00
Message: <4b27d968$1@news.povray.org>

> High!

Not yet! Maybe my second cup of coffee will do the trick ;)

> Awesome! When I saw the upper right and lower left image, I instantly 
> thought "Afghanistan!"... yes, this tool would be great for rugged 
> desert landscapes on DM +19 279 e XI (or Ghurghusht, how it is called by 
> its colonists). For real Afghanistan, I better rely on actual elevation 
> data... but perhaps there might be a way to enrich them with small-scale 
> erosion details!

I hope you know that this file _does_not_ produce erosion... That height 
map is an example I included from World Machine :/


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From: stbenge
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 13:46:33
Message: <4b27d989$1@news.povray.org>
Jaime Vives Piqueres wrote:

>> Just a few features. Maybe they will prove useful...
> 
>   I'm without words... really. :O

That's the best way to be, at least until you learn the tool's 
limitations ;D


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From: stbenge
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 13:53:12
Message: <4b27db18$1@news.povray.org>
Thomas de Groot wrote:
> "stbenge" <UN### [at] hotmailcom> schreef in bericht 
> news:4b2730dc@news.povray.org...
>> 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.
> 
> Well, that is easy for us to cut off in a difference or intersection.... :-)

Yeah, but it's an annoying way to go about it. You can always use the 
boxed pigment to cut off the edges while building you HF.

> This is really incredible. I need to experiment with this now!
> 
> You rule, Sam! You rule!

After reading Yadgar's reply, I started to worry that everybody thinks 
this file can produce erosion... it cannot... It only does what I said 
it does, plus some near-useless red/green functions that I'm not 
particularly proud of :/


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From: stbenge
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 13:57:51
Message: <4b27dc2f$1@news.povray.org>
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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From: stbenge
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 14:00:39
Message: <4b27dcd7$1@news.povray.org>
nemesis wrote:
> Holy grab!

Clear the streets, the Caped Crusader is passing through ;)


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From: stbenge
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 14:03:25
Message: <4b27dd7d$1@news.povray.org>
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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From: Alain
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 16:51:51
Message: <4b2804f7$1@news.povray.org>

> 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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From: Christian Froeschlin
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 19:22:19
Message: <4b28283b@news.povray.org>
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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From: stbenge
Subject: Re: hf_tools.inc
Date: 15 Dec 2009 20:56:41
Message: <4b283e59@news.povray.org>
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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