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23 Apr 2024 15:04:03 EDT (-0400)
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From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 16 Oct 2012 07:40:20
Message: <507d47a4@news.povray.org>
A'ight, I think I'm doing something wrong here, because I'm not getting 
the fixed-width contour lines.

Here's relevant bit of SDL:

#declare East_Land4 = union {
   object { Land4_P00P00_to_P12P28 }
   object { Land4_P20P00_to_P28P28 }
   object { Land4_P00M04_to_P12M32 }
   object { Land4_P16M04_to_P32M32 }
   object { Land4_P32P00_to_P44_28 }
   object { Land4_P48P00_to_P60P28 }
   object { Land4_P32M04_to_P44M32 }
   object { Land4_P48M04_to_P60M32 }
   object { tamriel_4_12_60_ }
   object { tamriel_4_28_60_ }
   object { tamriel_4_44_60_ }
   object { tamriel_4_60_60_ }
   #declare InputPigment = pigment{
     gradient z
     rotate x*90
   }
   pigment{
     Pg_Elevation_Lines(
       InputPigment,
       8,
       3,
       8,
       0,
       on
     )
     pigment_map{ [ 0 InputPigment][ 1 rgb x] }
     rotate -90 * x
     scale 16384.0 * 3.2
     translate <0.0, 0.0, -13800.0>
   }
   finish{ ambient 1 diffuse 0 }
}

Halp?

--
Tim Cook
http://empyrean.sjcook.com


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tamrieleast.png


 

From: Bill Pragnell
Subject: Re: Skyrim (and beyond)
Date: 16 Oct 2012 08:50:00
Message: <web.507d579ef9ac85a35b7d07940@news.povray.org>
Tim Cook <z99### [at] gmailcom> wrote:
> I do believe I just clicked on the 'reply' button instead of 'followup'...
>
> ...again.

Oh yes. I've not yet been to Dawnstar, Riften or Morthal so I couldn't comment!
Trying to keep the quest list down to a manageable size :)

> I'm of half a mind to take and scale the meshes so they match what I've
> been able to discern of 'real' distances for things; they're squished
> about 10x laterally and stretched 10x vertically, so when you correct
> for that, Skyrim's a lot flatter.  (It's about 250 lore-canon miles from
> Dawnstar to Windhelm, or something like that...?  Whereas in-game, if
> you use their 128 units = 6 feet, it's only about 25 miles.  And the
> Throat of the World is iirc 52 miles high--again with the 128 units to 6
> feet measure.)

I thought so, or it would take weeks to cross wilderness! It's quite a clever
effect though, the landscape hides the locations' proximities so on the ground
it feels like a real, large world.

If you get Sam's contours working, it'd be fun to see a tourist hiking map :)


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From: Samuel Benge
Subject: Re: Skyrim (and beyond)
Date: 16 Oct 2012 15:20:00
Message: <web.507db334f9ac85a35f336ae30@news.povray.org>
Tim Cook <z99### [at] gmailcom> wrote:
> A'ight, I think I'm doing something wrong here, because I'm not getting
> the fixed-width contour lines.
>
> Here's relevant bit of SDL:
>
> #declare East_Land4 = union {
>    object { Land4_P00P00_to_P12P28 }
>    object { Land4_P20P00_to_P28P28 }
>    object { Land4_P00M04_to_P12M32 }
>    object { Land4_P16M04_to_P32M32 }
>    object { Land4_P32P00_to_P44_28 }
>    object { Land4_P48P00_to_P60P28 }
>    object { Land4_P32M04_to_P44M32 }
>    object { Land4_P48M04_to_P60M32 }
>    object { tamriel_4_12_60_ }
>    object { tamriel_4_28_60_ }
>    object { tamriel_4_44_60_ }
>    object { tamriel_4_60_60_ }
>    #declare InputPigment = pigment{
>      gradient z
>      rotate x*90
>    }
>    pigment{
>      Pg_Elevation_Lines(
>        InputPigment,
>        8,
>        3,
>        8,
>        0,
>        on
>      )
>      pigment_map{ [ 0 InputPigment][ 1 rgb x] }
>      rotate -90 * x
>      scale 16384.0 * 3.2
>      translate <0.0, 0.0, -13800.0>
>    }
>    finish{ ambient 1 diffuse 0 }
> }
>
> Halp?

A simple "gradient z" will not work because it doesn't contain any topographical
information describing your landscape. The macro requires a height map, so
you'll need to produce one from East_Land4 and then pass it to the macro. (You
might even be able to use it for a height_field object instead of that union of
objects you have now, but I'm not sure, since I don't know how your scene is set
up.)

Once you have your height_map, you'll be going forward again. If not, just give
me a holler :)


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From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 17 Oct 2012 00:26:31
Message: <507e3377@news.povray.org>
On 2012-10-16 14:19, Samuel Benge wrote:
> A simple "gradient z" will not work because it doesn't contain any topographical
> information describing your landscape. The macro requires a height map, so
> you'll need to produce one from East_Land4 and then pass it to the macro. (You
> might even be able to use it for a height_field object instead of that union of
> objects you have now, but I'm not sure, since I don't know how your scene is set
> up.)
>
> Once you have your height_map, you'll be going forward again. If not, just give
> me a holler :)

Well, a little bit of progress, but something's obviously not right...

Here's what I've got now, with tamrielheightsmall.png being a straight 
height-gradient render.

box{
   <-7200,-4800,-0.1>,< 7200, 4800, 0.1>

   #declare InputPigment = pigment{
     image_pattern{ png "c:\downloads\tamrielheightsmall.png" }
     rotate z*180
     translate <-0.5, -0.5, 0.0>
     scale <1,0.8,1>
   }

   pigment{
     Pg_Elevation_Lines( InputPigment, 8, 2, 32, 0, off )
     pigment_map{ [ 0 InputPigment][ 1 rgb x] }
   }
   finish{ ambient 1 diffuse 0 }
}

...and this is what it comes out as.  (there's some weird noise at the 
top and bottom that's there even with just using InputPigment as the 
pigment, and the contour lines are all noisy)


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tamriel flat.png


 

From: Samuel Benge
Subject: Re: Skyrim (and beyond)
Date: 17 Oct 2012 17:10:00
Message: <web.507f1dbcf9ac85a3402211370@news.povray.org>
Tim Cook <z99### [at] gmailcom> wrote:
> Well, a little bit of progress, but something's obviously not right...
>
> Here's what I've got now, with tamrielheightsmall.png being a straight
> height-gradient render.
>
<snip>
> ...and this is what it comes out as.  (there's some weird noise at the
> top and bottom that's there even with just using InputPigment as the
> pigment, and the contour lines are all noisy)

Alright, after scratching my head for a while I've determined that the problem
is with your height data. I zoomed up on an unlined portion of your image and
saw a lot of noise; rendered it with Pg_Elevation_Lines, and got similar results
as yours.

So to get rid of the noise, try one of these options:

1) Open the height map in Gimp, and apply the Despeckle filter using its default
settings. Unfortunately, Gimp does not (yet!) support 16-bit grayscale.

-or-

2) Render your height map in POV-Ray using these command line options: +fng +f
+a0.01 +am2 +r3 This seems to be more accurate than Gimp's Depseckle filter,
although POV-Ray still cannot match the gamma of the original image, so
calculating the proper line spacing and offset with Pg_Elevation_Lines might
prove difficult.

Other program options include PhotoShop, Terragen, Wilbur, or any other program
that can manipulate 16-bit height maps.

Since I was unable to render your entire height map, I cannot say for certain if
the noise reduction techniques I tried would completely get rid of all the
artifacts, so you may need to tweak some settings here and there (interpolating
the image in POV-Ray comes to mind).

Sam


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From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 17 Oct 2012 18:13:43
Message: <507f2d97$1@news.povray.org>
On 2012-10-17 16:06, Samuel Benge wrote:
> Alright, after scratching my head for a while I've determined that the problem
> is with your height data. I zoomed up on an unlined portion of your image and
> saw a lot of noise; rendered it with Pg_Elevation_Lines, and got similar results
> as yours.

Hmm...I ran the height image through despeckle and a few blurs just now, 
and it's not changing the amount of noise artifacts with the contour 
lines...?  Hmm.

--
Tim Cook
http://empyrean.sjcook.com


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From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 17 Oct 2012 18:33:46
Message: <507f324a@news.povray.org>
On 2012-10-17 17:13, Tim Cook wrote:
> Hmm...I ran the height image through despeckle and a few blurs just now,
> and it's not changing the amount of noise artifacts with the contour
> lines...?  Hmm.

Ah wait.  If I run the original height map through POV using your 
suggested settings it cleans up a lot...bit of an interesting result, 
though.

Still noisy in places, hmm.  Ok, using a lower number for +a increases 
the noise...

Here's the render with +a0.05 +am2 +r4 and the function called with 20 
lines, 1.05 width, 32 quality.


--
Tim Cook
http://empyrean.sjcook.com


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tamriel flat.png


 

From: Samuel Benge
Subject: Re: Skyrim (and beyond)
Date: 17 Oct 2012 18:35:00
Message: <web.507f3255f9ac85a3d69746330@news.povray.org>
Tim Cook <z99### [at] gmailcom> wrote:
> On 2012-10-17 16:06, Samuel Benge wrote:
> > Alright, after scratching my head for a while I've determined that the problem
> > is with your height data. I zoomed up on an unlined portion of your image and
> > saw a lot of noise; rendered it with Pg_Elevation_Lines, and got similar results
> > as yours.
>
> Hmm...I ran the height image through despeckle and a few blurs just now,
> and it's not changing the amount of noise artifacts with the contour
> lines...?  Hmm.

Hmm, it should have at least helped.

I was wrong about POV-Ray not mapping the gamma correctly: it does. Also, when
trying to re-render the height map in POV, you need to use "interpolate 2" in
addition to high AA settings.

Try the attached. It's just a simple blur filter, but it works for the tiny
portion I cropped from your image.

Failing that, try the blur/resample file a posted a while back:
http://news.povray.org/povray.text.scene-files/thread/%3C4d34c72d@news.povray.org%3E/?ttop=372491
You might want to render your map at 2x resolution with a decent amount of blur
(2-6), and scale it back down to its original size.

If none of that works, would you mind posting your entire height map so I can
figure out what's going wrong?


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From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 17 Oct 2012 18:46:13
Message: <507f3535$1@news.povray.org>
Ah!  A problem your macro doesn't take into account (not sure how it 
would, either, but who knows?) is that of depressions, where a given 
contour line loop isn't an ascending hill, but a shallower area.  On the 
other image I'd rendered, they're easy to spot because the fade is on 
the outside rather than the inside, so can be marked appropriately when 
redrawing everything by hand.

--
Tim Cook
http://empyrean.sjcook.com


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From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 17 Oct 2012 20:11:34
Message: <507f4936@news.povray.org>
On 2012-10-17 17:33, Samuel Benge wrote:
> If none of that works, would you mind posting your entire height map so I can
> figure out what's going wrong?

The original height map I rendered at 7200x4800, so it's a 2.4 MB png, 
here's the reduced-size version.  (Ehm, re-rendered...oh hey, I had 
jitter 'on' in the antialiasing options there, that might've been 
contributing to the noise level, let's see what it turns out with that 
off.)  *waits*

Here we go.

--
Tim Cook
http://empyrean.sjcook.com


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tamrielheightsmall.png


 

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