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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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> 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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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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Thomas de Groot wrote:
> "stbenge" <UN### [at] hotmail com> 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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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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