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13 Nov 2024 06:30:44 EST (-0500)
  texture_map problem (Message 1 to 9 of 9)  
From: Jörg 'Yadgar' Bleimann
Subject: texture_map problem
Date: 15 Dec 2010 06:25:06
Message: <4d08a592@news.povray.org>
High!

Meanwhile, I got some raw version of the vegetation texture for southern 
Tasmania (just a heightfield exercise in between, don't worry, I'll 
switch back to Khyberspace as soon as possible!) ready... it consists of 
a texture_map containing five texture_maps, each of them again is a 
slope pattern containing two or three basic textures:

// Basic textures

#declare T_Beach=
texture
{
   pigment { color rgb <1, 1, 0.5> }
   finish { ambient 0.05 diffuse 1 brilliance 0.25 }
}

#declare T_Meadow=
texture
{
   pigment { color rgb <0.1, 0.7, 0.2> }
   finish { ambient 0.05 diffuse 1 brilliance 0.5 }
}

#declare T_Forest=
texture
{
   pigment { color rgb <0, 0.5, 0.2> }
   finish { ambient 0.05 diffuse 1 brilliance 0.42 }
}

#declare T_Shrub=
texture
{
   pigment { color rgb <0.65, 0.78, 0.2> }
   finish { ambient 0.05 diffuse 1 brilliance 0.31 }
}

#declare T_Rock=
texture
{
   pigment { color rgb 0.7 }
   finish { ambient 0.05 diffuse 1 brilliance 0.5 }
}

#declare T_Snow=
texture
{
   pigment { color rgb 1 }
   finish { ambient 0.05 diffuse 1 brilliance 0.18 }
}

// Slope-patterned texture_maps

#declare TM_Shore=
texture
{
   slope { <0, -1, 0> }
   texture_map
   {
     [0     T_Beach ]
     [0.2 T_Beach ]
     [0.2 T_Forest ]
     [0.4 T_Forest ]
     [0.4 T_Rock ]
     [0.5 T_Rock ]
   }
}

#declare TM_Lowlands=
texture
{
   slope { <0, -1, 0> }
   texture_map
   {
     [0     T_Meadow ]
     [0.06  T_Meadow ]
     [0.065 T_Forest ]
     [0.4 T_Forest ]
     [0.4 T_Rock ]
     [0.5 T_Rock ]
   }
}

#declare TM_Highlands=
texture
{
   slope { <0, -1, 0> }
   texture_map
   {
     [0   T_Forest ]
     [0.4 T_Forest ]
     [0.4 T_Rock ]
     [0.5 T_Rock ]
   }
}

#declare TM_SubAlpine=
texture
{
   slope { <0, -1, 0> }
   texture_map
   {
     [0   T_Shrub ]
     [0.4 T_Shrub ]
     [0.4 T_Rock ]
     [0.5 T_Rock ]
   }
}

#declare TM_Alpine=
texture
{
   slope { <0, -1, 0> }
   texture_map
   {
     [0   T_Snow ]
     [0.4 T_Snow ]
     [0.4 T_Rock ]
     [0.5 T_Rock ]
   }
}

// Overall texture map

#declare h=max_extent(terrain).y-min_extent(terrain).y;

#declare TMM_Tasmania=
texture
{
   gradient y
   texture_map
   {
     [0            TM_Shore]
     [h/2/h        TM_Shore]
     [(h+3)/2/h  TM_Shore]
     [(h+3)/2/h  TM_Lowlands]
     [(h+200)/2/h TM_Lowlands]
     [(h+200)/2/h TM_Highlands]
     [(h+900)/2/h   TM_Highlands]
     [(h+900)/2/h TM_SubAlpine]
     [(h+1200)/2/h TM_SubAlpine]
     [(h+1200)/2/h TM_Alpine]
     [1 TM_Alpine]
   }
   scale 2*h
   translate -y*h
}

I originally scaled the overall texture_map to double y extent of the 
heightfield and than translated it along the y axis to have some scope 
for turbulence (otherwise, TM_Alpine would show up along the shores). 
Probably I'll redo this, as general turbulence for the whole texture 
would yield undesirable results...

Note that with the scene attached below, TM_Alpine does not appear as 
the mountains visible from the chosen camera position are not high enough.

But as TMM_Tasmania uses a y gradient without turbulence, the boundary 
between TM_Highlands and TM_SubAlpine is unnaturally straight (see image 
below) - while keeping a sharp boundary between forest and subalpine 
shrub, I would like to have the boundary "patchy" at an intermediate 
scale. When I apply a general turbulence to TMM_Tasmania, the constraint 
of the "beach" part to the lowest  and closest to the sea parts of the 
heightfields is lost... and, otherwisely, separating the SubAlpine and 
AlpineParts (with a third, transparent texture for the lower regions) 
from TMM_Tasmania and superimposing it as a second texture layer won't 
work either, as PoV-Ray generally is not able to layer mapped textures...

How do I get a more realistic upper forest line?

See you in Khyberspace!

Yadgar


Post a reply to this message


Attachments:
Download '2010-12-15 southwestern tasmania, take 16.jpg' (36 KB)

Preview of image '2010-12-15 southwestern tasmania, take 16.jpg'
2010-12-15 southwestern tasmania, take 16.jpg


 

From: Stephen
Subject: Re: texture_map problem
Date: 15 Dec 2010 07:41:42
Message: <4d08b786@news.povray.org>

> High!
>
> Meanwhile, I got some raw version of the vegetation texture for southern
> Tasmania (just a heightfield exercise in between, don't worry, I'll
> switch back to Khyberspace as soon as possible!) ready... it consists of
> a texture_map containing five texture_maps, each of them again is a
> slope pattern containing two or three basic textures:

Low!

This is some project, Yadgar. How long have you been working on it?

-- 
Regards
     Stephen


Post a reply to this message

From: Jörg 'Yadgar' Bleimann
Subject: Re: texture_map problem
Date: 15 Dec 2010 08:02:29
Message: <4d08bc65$1@news.povray.org>
High!

On 15.12.2010 13:41, Stephen wrote:

> This is some project, Yadgar. How long have you been working on it?

For about one week... nothing really huge, just to play around with 
slope-dependent textures! Perhaps later on, I might add real trees and 
other vegetation elements...

See you in Khyberspace!

Yadgar


Post a reply to this message

From: Stephen
Subject: Re: texture_map problem
Date: 15 Dec 2010 16:45:33
Message: <4d0936fd@news.povray.org>

> High!
>
> On 15.12.2010 13:41, Stephen wrote:
>
>> This is some project, Yadgar. How long have you been working on it?
>
> For about one week... nothing really huge, just to play around with
> slope-dependent textures! Perhaps later on, I might add real trees and
> other vegetation elements...
>
> See you in Khyberspace!
>

I thought it was part of your Khyberspace project which seems to have 
ocupied you for years. (Or so it seems)

-- 
Regards
     Stephen


Post a reply to this message

From: Dre
Subject: Re: texture_map problem
Date: 15 Dec 2010 16:53:20
Message: <4d0938d0$1@news.povray.org>

news:4d08a592@news.povray.org...
> High!
>
> Meanwhile, I got some raw version of the vegetation texture for southern
> Tasmania (just a heightfield exercise in between, don't worry, I'll
> switch back to Khyberspace as soon as possible!) ready... it consists of
> a texture_map containing five texture_maps, each of them again is a
> slope pattern containing two or three basic textures:
>
> // Basic textures
>
> #declare T_Beach=
> texture
> {
>   pigment { color rgb <1, 1, 0.5> }
>   finish { ambient 0.05 diffuse 1 brilliance 0.25 }
> }
>
> #declare T_Meadow=
> texture
> {
>   pigment { color rgb <0.1, 0.7, 0.2> }
>   finish { ambient 0.05 diffuse 1 brilliance 0.5 }
> }
>
> #declare T_Forest=
> texture
> {
>   pigment { color rgb <0, 0.5, 0.2> }
>   finish { ambient 0.05 diffuse 1 brilliance 0.42 }
> }
>
> #declare T_Shrub=
> texture
> {
>   pigment { color rgb <0.65, 0.78, 0.2> }
>   finish { ambient 0.05 diffuse 1 brilliance 0.31 }
> }
>
> #declare T_Rock=
> texture
> {
>   pigment { color rgb 0.7 }
>   finish { ambient 0.05 diffuse 1 brilliance 0.5 }
> }
>
> #declare T_Snow=
> texture
> {
>   pigment { color rgb 1 }
>   finish { ambient 0.05 diffuse 1 brilliance 0.18 }
> }
>
> // Slope-patterned texture_maps
>
> #declare TM_Shore=
> texture
> {
>   slope { <0, -1, 0> }
>   texture_map
>   {
>     [0     T_Beach ]
>     [0.2 T_Beach ]
>     [0.2 T_Forest ]
>     [0.4 T_Forest ]
>     [0.4 T_Rock ]
>     [0.5 T_Rock ]
>   }
> }
>
> #declare TM_Lowlands=
> texture
> {
>   slope { <0, -1, 0> }
>   texture_map
>   {
>     [0     T_Meadow ]
>     [0.06  T_Meadow ]
>     [0.065 T_Forest ]
>     [0.4 T_Forest ]
>     [0.4 T_Rock ]
>     [0.5 T_Rock ]
>   }
> }
>
> #declare TM_Highlands=
> texture
> {
>   slope { <0, -1, 0> }
>   texture_map
>   {
>     [0   T_Forest ]
>     [0.4 T_Forest ]
>     [0.4 T_Rock ]
>     [0.5 T_Rock ]
>   }
> }
>
> #declare TM_SubAlpine=
> texture
> {
>   slope { <0, -1, 0> }
>   texture_map
>   {
>     [0   T_Shrub ]
>     [0.4 T_Shrub ]
>     [0.4 T_Rock ]
>     [0.5 T_Rock ]
>   }
> }
>
> #declare TM_Alpine=
> texture
> {
>   slope { <0, -1, 0> }
>   texture_map
>   {
>     [0   T_Snow ]
>     [0.4 T_Snow ]
>     [0.4 T_Rock ]
>     [0.5 T_Rock ]
>   }
> }
>
> // Overall texture map
>
> #declare h=max_extent(terrain).y-min_extent(terrain).y;
>
> #declare TMM_Tasmania=
> texture
> {
>   gradient y
>   texture_map
>   {
>     [0            TM_Shore]
>     [h/2/h        TM_Shore]
>     [(h+3)/2/h  TM_Shore]
>     [(h+3)/2/h  TM_Lowlands]
>     [(h+200)/2/h TM_Lowlands]
>     [(h+200)/2/h TM_Highlands]
>     [(h+900)/2/h   TM_Highlands]
>     [(h+900)/2/h TM_SubAlpine]
>     [(h+1200)/2/h TM_SubAlpine]
>     [(h+1200)/2/h TM_Alpine]
>     [1 TM_Alpine]
>   }
>   scale 2*h
>   translate -y*h
> }
>
> I originally scaled the overall texture_map to double y extent of the
> heightfield and than translated it along the y axis to have some scope
> for turbulence (otherwise, TM_Alpine would show up along the shores).
> Probably I'll redo this, as general turbulence for the whole texture
> would yield undesirable results...
>
> Note that with the scene attached below, TM_Alpine does not appear as
> the mountains visible from the chosen camera position are not high enough.
>
> But as TMM_Tasmania uses a y gradient without turbulence, the boundary
> between TM_Highlands and TM_SubAlpine is unnaturally straight (see image
> below) - while keeping a sharp boundary between forest and subalpine
> shrub, I would like to have the boundary "patchy" at an intermediate
> scale. When I apply a general turbulence to TMM_Tasmania, the constraint
> of the "beach" part to the lowest  and closest to the sea parts of the
> heightfields is lost... and, otherwisely, separating the SubAlpine and
> AlpineParts (with a third, transparent texture for the lower regions)
> from TMM_Tasmania and superimposing it as a second texture layer won't
> work either, as PoV-Ray generally is not able to layer mapped textures...
>
> How do I get a more realistic upper forest line?
>
> See you in Khyberspace!
>
> Yadgar
>

Hey, I live in southern Tasmania!!

I dont suppose you could tell me where you got the data for the heightfield?

I'm very interested in recreating the area around my house for starters :)

Then the whole island, that would be sweet!!!

Cheers Dre


Post a reply to this message

From: Jörg 'Yadgar' Bleimann
Subject: Re: texture_map problem
Date: 16 Dec 2010 10:45:37
Message: <4d0a3421@news.povray.org>
High!

On 15.12.2010 22:53, Dre wrote:

> Hey, I live in southern Tasmania!!

In Hobart?

>
> I dont suppose you could tell me where you got the data for the heightfield?

Look here: http://dds.cr.usgs.gov/srtm/version2_1/SRTM3/Australia/

These are data tiles from a Shuttle Radar Topography Mission (SRTM) in 
February 2000, covering the entire land surface of the Earth between 

of 3 arcseconds per data point. The name of each file indicates the 
geographical coordinates of the *southwestern*, i. e. left lower corner 
of the tile. So, you just look up the coordinate range of Tasmania in 
your preferred atlas and find the respective tiles.

These tiles are NOT image files, but you can make them visible (and even 
generate nice 3-D views, which export also to VRML) with a Windows 
freeware called "3DEM". You find 3DEM here: 
http://freegeographytools.com/3dem_setup.exe
With 3DEM, you can iron out error pixels (mostly resulting from cloud 
cover) with the "Patch missing data" feature - but this works only for 
error pixels which have no connection to the tile's edges!

To use them with PoV-Ray, you'll have to export the read-in data tile as 
"ASCII terrain matrix". I wrote a POV script which generates a 16-bit 
PNG heightfield from these ASCII files - attached here (ascii2png.pov)!

The ASCII files have the height data as number strings at two-digit 
accuracy (xxxx.xx), each separated by a blank. PoV-Ray needs the blanks 
to be replaced by commas to read the data in properly. If you have 
access to Linux with its powerful UNIX console command line tools, 
you're fine - just type in:

sed 's/ /,/g' original_file destination_file

and within two seconds, almost 1,5 million blanks are replaced by commas!

Unfortunately, I currently do not know of any Windows tool capable of 
doing that job at a comparable speed - common GUI text editors, not to 
mention full-fledged word processors toil for hours! But even if you 
have no Linux on your computer, you can download a "Live CD" image of a 
Debian distribution and burn it - afterwards you'll be able to boot a 
proper Linux installation from the disk! If you face problems to write 
data on your harddisk (because of missing rights), just try a USB stick 
instead, it probably will work!

Note that the size of the data tiles is in fact 1201 by 1201 rather than 
1200 x 1200, so adjacent rows and columns would repeat - if you want to 
join two or more of your generated PNG heightfields, you'll first have 
to remove the easternmost column and southernmost row.

And joining heightfields would be the only way to get rid of the error 
pixels which, with the original tiles, lie at the edges. I also wrote a 
POV script (png2ascii.pov) to re-export joined heightfields to an ASCII 
terrain matrix readable by 3DEM - the software will ask you about the 
size and corner coordinates and then you can smooth out the remaining 
error pixels.

After exporting them back to ASCII (and, of course, once more replacing 
blanks by comma) and finally to PNG, you'll have a faultless heightfield 
of your desired area. Note that the creation of the PNG heightfields 
required quite at lot of memory, as each "pixel" in fact is a small box 
object rendered in an orthographic view without light_source but with 
ambient 1 - to do 1200 x 1200 boxes, you should have at least 1.5 GB of RAM!

As the tiles are square degree tiles, the resulting cartographic 
projection is cylindrical, so that only along the Equator, the 
heightfields give a realistical representation of terrain, while towards 
the poles, the terrain is increasingly stretched in west-east direction.

To get an undistorted landscape, you'll have to finally convert the PNG 
heightfield into a mesh2 which follows Earth's curvature according to 
its geographical coordinates. I also wrote a script to do this 
(mesh2writer), but as you see in the example rendering I attached, some 
artifacts resulting from floating point inaccuracy show up. To avoid 
them, we probably must use Christoph Hormann's IsoCSG include 
(http://www.imagico.de/pov/ic/index.html) which is able to convert a 
mesh2 into an isosurface!

I added two scripts I wrote to do the conversion from PNG to mesh2 - 
mesh2writer.pov which writes the full POV code for the entire mesh (for 
parsing speed reasons, the mesh2 is generated only once and then written 
to harddisk), and png2mesh2.pov which includes the code written by the 
former script and generates the scene from it.

> I'm very interested in recreating the area around my house for starters :)

As the SRTM data tiles mentioned above have an effective resolution of 
about 90 metres per data point, you'll be better off with pixeling 
heightfield from a scanned-in topographic map, perhaps 1:25,000 (which 
can be quite cumbersome work)... but then adjusting it to Earth 
curvature would be somewhat difficult, as those maps are based on 
geodetic (equal distances between points) rather than geographic 
coordinates.

> Then the whole island, that would be sweet!!!

Yes, with Tasmanian Tigers roaming the forests! In fact, I think 
Tasmania a very interesting part of the world, as it is located in the 
"Roaring Forties", mainly when it comes to vegetation and animals, and I 
really would like to visit your island!

See you in Khyberspace!

Yadgar


Post a reply to this message


Attachments:
Download 'us-ascii' (3 KB) Download 'png2mesh2.pov.txt' (3 KB) Download 'ascii2png.pov.txt' (1 KB) Download 'png2ascii.pov.txt' (1 KB) Download '2010-11-20 afghan highlands south of koh-e baba range, take 1 (yadgar).jpg' (42 KB)

Preview of image '2010-11-20 afghan highlands south of koh-e baba range, take 1 (yadgar).jpg'
2010-11-20 afghan highlands south of koh-e baba range, take 1 (yadgar).jpg


 

From: Dre
Subject: Re: texture_map problem
Date: 16 Dec 2010 17:21:36
Message: <4d0a90f0@news.povray.org>

news:4d0a3421@news.povray.org...
> High!
>
> On 15.12.2010 22:53, Dre wrote:
>
>> Hey, I live in southern Tasmania!!
>
> In Hobart?

Yep!  Well Kingston actually, 10 minutes away.  I work in Hobart city :)

>
>>
>> I dont suppose you could tell me where you got the data for the 
>> heightfield?
>
> Look here: http://dds.cr.usgs.gov/srtm/version2_1/SRTM3/Australia/
>
> These are data tiles from a Shuttle Radar Topography Mission (SRTM) in
> February 2000, covering the entire land surface of the Earth between

> of 3 arcseconds per data point. The name of each file indicates the
> geographical coordinates of the *southwestern*, i. e. left lower corner
> of the tile. So, you just look up the coordinate range of Tasmania in
> your preferred atlas and find the respective tiles.
>
> These tiles are NOT image files, but you can make them visible (and even
> generate nice 3-D views, which export also to VRML) with a Windows
> freeware called "3DEM". You find 3DEM here:
> http://freegeographytools.com/3dem_setup.exe
> With 3DEM, you can iron out error pixels (mostly resulting from cloud
> cover) with the "Patch missing data" feature - but this works only for
> error pixels which have no connection to the tile's edges!
>
> To use them with PoV-Ray, you'll have to export the read-in data tile as
> "ASCII terrain matrix". I wrote a POV script which generates a 16-bit
> PNG heightfield from these ASCII files - attached here (ascii2png.pov)!
>
> The ASCII files have the height data as number strings at two-digit
> accuracy (xxxx.xx), each separated by a blank. PoV-Ray needs the blanks
> to be replaced by commas to read the data in properly. If you have
> access to Linux with its powerful UNIX console command line tools,
> you're fine - just type in:
>
> sed 's/ /,/g' original_file destination_file
>
> and within two seconds, almost 1,5 million blanks are replaced by commas!
>
> Unfortunately, I currently do not know of any Windows tool capable of
> doing that job at a comparable speed - common GUI text editors, not to
> mention full-fledged word processors toil for hours! But even if you
> have no Linux on your computer, you can download a "Live CD" image of a
> Debian distribution and burn it - afterwards you'll be able to boot a
> proper Linux installation from the disk! If you face problems to write
> data on your harddisk (because of missing rights), just try a USB stick
> instead, it probably will work!
>
> Note that the size of the data tiles is in fact 1201 by 1201 rather than
> 1200 x 1200, so adjacent rows and columns would repeat - if you want to
> join two or more of your generated PNG heightfields, you'll first have
> to remove the easternmost column and southernmost row.
>
> And joining heightfields would be the only way to get rid of the error
> pixels which, with the original tiles, lie at the edges. I also wrote a
> POV script (png2ascii.pov) to re-export joined heightfields to an ASCII
> terrain matrix readable by 3DEM - the software will ask you about the
> size and corner coordinates and then you can smooth out the remaining
> error pixels.
>
> After exporting them back to ASCII (and, of course, once more replacing
> blanks by comma) and finally to PNG, you'll have a faultless heightfield
> of your desired area. Note that the creation of the PNG heightfields
> required quite at lot of memory, as each "pixel" in fact is a small box
> object rendered in an orthographic view without light_source but with
> ambient 1 - to do 1200 x 1200 boxes, you should have at least 1.5 GB of 
> RAM!
>
> As the tiles are square degree tiles, the resulting cartographic
> projection is cylindrical, so that only along the Equator, the
> heightfields give a realistical representation of terrain, while towards
> the poles, the terrain is increasingly stretched in west-east direction.
>
> To get an undistorted landscape, you'll have to finally convert the PNG
> heightfield into a mesh2 which follows Earth's curvature according to
> its geographical coordinates. I also wrote a script to do this
> (mesh2writer), but as you see in the example rendering I attached, some
> artifacts resulting from floating point inaccuracy show up. To avoid
> them, we probably must use Christoph Hormann's IsoCSG include
> (http://www.imagico.de/pov/ic/index.html) which is able to convert a
> mesh2 into an isosurface!
>
> I added two scripts I wrote to do the conversion from PNG to mesh2 -
> mesh2writer.pov which writes the full POV code for the entire mesh (for
> parsing speed reasons, the mesh2 is generated only once and then written
> to harddisk), and png2mesh2.pov which includes the code written by the
> former script and generates the scene from it.
>
>> I'm very interested in recreating the area around my house for starters 
>> :)
>
> As the SRTM data tiles mentioned above have an effective resolution of
> about 90 metres per data point, you'll be better off with pixeling
> heightfield from a scanned-in topographic map, perhaps 1:25,000 (which
> can be quite cumbersome work)... but then adjusting it to Earth
> curvature would be somewhat difficult, as those maps are based on
> geodetic (equal distances between points) rather than geographic
> coordinates.
>
>> Then the whole island, that would be sweet!!!
>
> Yes, with Tasmanian Tigers roaming the forests! In fact, I think
> Tasmania a very interesting part of the world, as it is located in the
> "Roaring Forties", mainly when it comes to vegetation and animals, and I
> really would like to visit your island!
>
> See you in Khyberspace!
>
> Yadgar
>

Thanks very much for the very thorough write up.  I'm going to take a look 
at that data over the weekend and see what I can come up with.

Tasmania is an awesome place, wonderful place to live.  Unfortunately a 
disease is threatening the Tassie Devils existance (no Tigers btw) so you 
better hurry if you want to see them :)

Thanks again for the info, much appreciated!

Cheers Dre


Post a reply to this message

From: Jörg 'Yadgar' Bleimann
Subject: Re: texture_map problem
Date: 18 Dec 2010 12:48:22
Message: <4d0cf3e6$1@news.povray.org>
Am 16.12.2010 23:21, schrieb Dre:

> news:4d0a3421@news.povray.org...

> Yep!  Well Kingston actually, 10 minutes away.  I work in Hobart city :)

There aren't probably that many other settlements along the southern 
coast... I've heard of another relatively large town called Launceston, 
but it's located in the hinterland (on the Derwent river?) - 
unfortunately, I don't have a large-scale map of Tasmania in handy!

> Thanks very much for the very thorough write up.  I'm going to take a look
> at that data over the weekend and see what I can come up with.
>
> Tasmania is an awesome place, wonderful place to live.  Unfortunately a
> disease is threatening the Tassie Devils existance (no Tigers btw) so you
> better hurry if you want to see them :)

Yes, I heard of that cancer-like plague... looks quite disgusting! And, 
of course, I'm aware that the last known thylacine (in Germany, we call 


Today, I'll just try out the tile with Christoph's IsoCSG...

See you in Khyberspace!

Yadgar


Post a reply to this message

From: Dre
Subject: Re: texture_map problem
Date: 19 Dec 2010 16:58:59
Message: <4d0e8023$1@news.povray.org>

news:4d0cf3e6$1@news.povray.org...
> Am 16.12.2010 23:21, schrieb Dre:

>> news:4d0a3421@news.povray.org...
>
>> Yep!  Well Kingston actually, 10 minutes away.  I work in Hobart city :)
>
> There aren't probably that many other settlements along the southern 
> coast... I've heard of another relatively large town called Launceston, 
> but it's located in the hinterland (on the Derwent river?) - 
> unfortunately, I don't have a large-scale map of Tasmania in handy!

Umm, you make it sound like this is a very small island.  Its very populated 
and a state of Australia.

Launceston (in the north) is the second largest city in Tas :)  Hobart (in 
the south) is the capital and has the Derwent river running through it.

>> Thanks very much for the very thorough write up.  I'm going to take a 
>> look
>> at that data over the weekend and see what I can come up with.
>>
>> Tasmania is an awesome place, wonderful place to live.  Unfortunately a
>> disease is threatening the Tassie Devils existance (no Tigers btw) so you
>> better hurry if you want to see them :)
>
> Yes, I heard of that cancer-like plague... looks quite disgusting! And, of 
> course, I'm aware that the last known thylacine (in Germany, we call them 

>
> Today, I'll just try out the tile with Christoph's IsoCSG...
>
> See you in Khyberspace!
>
> Yadgar

Cheers Dre


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