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4 May 2024 11:10:34 EDT (-0400)
  Kauai (Message 4 to 13 of 23)  
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From: Melody
Subject: Re: Kauai
Date: 8 Dec 2019 01:25:01
Message: <web.5dec96a09f12fc349da690110@news.povray.org>
maybe a better texture, because height_field smooth
doesnt seem so smooth


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hawaii2.gif


 

From: Bald Eagle
Subject: Re: Kauai
Date: 8 Dec 2019 08:45:00
Message: <web.5decfd769f12fc344eec112d0@news.povray.org>
"Melody" <nomail@nomail> wrote:
> maybe a better texture, because height_field smooth
> doesnt seem so smooth

Believe me, without the smooth, it's a jagged nightmare.

You are really rockin' this digital elevation project - tons of progress and
updates, and I can tell from this animation that there's been a LOT of work
behind the scenes.

Maybe if you touch up the texture(s) and add some normals, then maybe it will
visually smooth things out.   It would also be an amazing feat to be able to get
some maps or satellite photos in register with the 3D landscape - but I've tried
that a little, and it's a registration nightmare.

Again:  Excellent work!   :)


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From: Jörg "Yadgar" Bleimann
Subject: Re: Kauai
Date: 8 Dec 2019 10:54:31
Message: <5ded1cb7@news.povray.org>
Hi(gh)!

On 08.12.19 14:41, Bald Eagle wrote:

> Maybe if you touch up the texture(s) and add some normals, then maybe it will
> visually smooth things out.   It would also be an amazing feat to be able to get
> some maps or satellite photos in register with the 3D landscape - but I've tried
> that a little, and it's a registration nightmare.

The NASA Blue Marble textures IIRC should be available without registration!

See you in Khyberspace!

Yadgar


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From: Jörg "Yadgar" Bleimann
Subject: Re: Kauai
Date: 8 Dec 2019 10:55:02
Message: <5ded1cd6$1@news.povray.org>
Hi(gh)!

On 08.12.19 07:22, Melody wrote:
>   maybe a better texture, because height_field smooth
> doesnt seem so smooth
> 

What vertical exaggeration factor did you use?

See you in Khyberspace!

Yadgar


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From: Bald Eagle
Subject: Re: Kauai
Date: 8 Dec 2019 11:45:00
Message: <web.5ded28469f12fc344eec112d0@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:

> > ... It would also be an amazing feat to be able to get
> > some maps or satellite photos in register with the 3D landscape - but I've tried
> > that a little, and it's a registration nightmare.


> The NASA Blue Marble textures IIRC should be available without registration!



I wasn't worried about access.   I meant: "registration - the act of adjusting
something to match a standard"

As in getting the graphic to align properly with the heightfield.

(There's probably a far better and completely unambiguous way to say that in
German.)

It is, unfortunately, not simply a matter of elementary scaling, rotation and
translation.  It's likely going to involve shear, a projection matrix, or
something along those lines.


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From: Melody
Subject: Re: Kauai
Date: 8 Dec 2019 15:50:03
Message: <web.5ded616e9f12fc349da690110@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> Hi(gh)!
> What vertical exaggeration factor did you use?

well I used DEMPOVs verticalScale of 15, as it decides the image color range
black green red;, shooting for a mid range.

but that's way too high,
  translate <tx, 0,tz>
  scale < 300, 50, 300 >

just eyeball scale, as I have no idea what it ought to be.


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From: Melody
Subject: Re: Kauai
Date: 8 Dec 2019 16:15:03
Message: <web.5ded667f9f12fc349da690110@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Melody" <nomail@nomail> wrote:
> > maybe a better texture, because height_field smooth
> > doesnt seem so smooth
>
> Believe me, without the smooth, it's a jagged nightmare.
>
> You are really rockin' this digital elevation project - tons of progress and
> updates, and I can tell from this animation that there's been a LOT of work
> behind the scenes.
>
> Maybe if you touch up the texture(s) and add some normals, then maybe it will
> visually smooth things out.   It would also be an amazing feat to be able to get
> some maps or satellite photos in register with the 3D landscape - but I've tried
> that a little, and it's a registration nightmare.
>
> Again:  Excellent work!   :)

thank you, I didn't think anyone would like it ... heh. I totally grok 3D space
mathematically and triangulation, camera matrix is inverted to world matrix, and
everything is fed thru that world matrix, when working from scratch, which this
is not. just controlling the camera is all that's needed here. not that easy to
write, thought I'd include the flying stereo clock camera for amusement. for
animation, must step movements each frame or lose your place.
goes something like this.

/// /////////////////////////// CAMERA ///////////////////////////////////
#declare ZeroPrlx = 1.6;  #declare EyeSep = .01; #declare _stereo_ = 10;

#macro movecam(cl)       // 1 / .2 = 5 = execute 3 deg roll in .2 clock // * 5
  #if (cl < .8) #declare roll = -3 * cl * 5; #declare roll = _clamp(roll,-3,0);
#end
  #if (cl >= .8) #declare roll = -3 + 3 * (cl-.8) * 5; #declare roll =
_clamp(roll,-3,0); #end
  #if (cl > 1.1) #declare roll = -5 * (cl-1.1) * 5; #declare roll =
_clamp(roll,-5,0); #end
  #if (cl > 1.6) #declare roll = -5 + 5 * (cl-1.6) * 5; #declare roll =
_clamp(roll,-5,0); #end
  #declare Eye = rotation(radians(roll/-4),y,Eye);
  #declare campos = campos + Eye * 20;
#end

#macro camview(V,rolldeg)
  #local e = vnormalize(V);
  #local U = rotation(radians(rolldeg),e,y);
  #local r = vnormalize(vcross(U,e));
  #local U = vnormalize(vcross(e,r));
  #declare cameramatrix = array[16] {
r.x,r.y,r.z,0,U.x,U.y,U.z,0,e.x,e.y,e.z,0,0,0,0,1 }
 // #local ab = invertmatrix(cameramatrix,worldmatrix);
#end

#declare roll = 0;
#declare startpnt = <100, 50, 200.0>;
#declare campos = startpnt;
#declare Eye = vnormalize(<3240,0,1800> - startpnt);

/// /////////////////////////// CLOCK movecam ////////////////////////////
#declare _clock = clock;
// #declare _clock = .07; // 0-3

#declare finalclock = 3;
#declare step = finalclock / 90; // 90 frames
#declare cli = step;
#while (cli <= _clock)
  movecam(cli)
  #declare cli=cli+step;
#end

// clock = i / 90 / finalclock, -- 1/30 ---  then i = clock * 30
// #declare iter = _clock * 90/finalclock;
// previousclock = (i - 1) / 90/finalclock
// #declare pclock = (iter - 1) / 90/finalclock;


/// ////////////////////////////// CAMERA ////////////////////////////////

camview(Eye,roll)
camera {
  #if (_stereo_)
    stereoscopic
    zeroparallax ZeroPrlx
    eyeseparation EyeSep
  #end
  location campos

  right <cameramatrix[0],cameramatrix[1],cameramatrix[2]>
  up
<cameramatrix[4],cameramatrix[5],cameramatrix[6]>*(image_height/image_width)
  direction
<cameramatrix[8],cameramatrix[9],cameramatrix[10]>*(image_height/image_width)
  angle 43
}

3.6+/win7 ini Final_Frame crashes. that wont stop anything.
; keep single instance is off, so if render
  ; over-runs timer delay, still finishes each frame

you can just run a timer, even over run it.

  var %f = %WorkingDir $+ \kauai.ini
  write -l1 %f +K $+ $calc(%GI / %step)
  write -l5 %f Output_File_Name= $+ %outf
  run c:\povray\bin\pvengine.exe %f /EXIT


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From: Melody
Subject: Re: Kauai
Date: 8 Dec 2019 21:45:01
Message: <web.5dedb45c9f12fc349da690110@news.povray.org>
?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> What vertical exaggeration factor did you use?

I suppose you could figure a way to scale to meters,
DEMPOV says its
[12] elev. min:         0.00000, max:      1646.00000
north

and
[12] elev. min:         0.00000, max:      4206.00000,
"hawaii-c"

there were 5 for the big island, never viewed them separately, doh.


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From: Melody
Subject: Re: Kauai
Date: 9 Dec 2019 01:55:04
Message: <web.5dedeeb09f12fc349da690110@news.povray.org>
previous hawaii2.gif just limps along painfully.
this one is easier on the eye,
 I dont get the reason yet.

3.7 woo hoo


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Attachments:
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Preview of image 'hawaii.gif'
hawaii.gif


 

From: Melody
Subject: Re: Kauai
Date: 9 Dec 2019 03:20:02
Message: <web.5dee03659f12fc349da690110@news.povray.org>
at equator 1 deg = 111.32 km = 111320
 the island is 93 miles (150 km) 150000

111320 / 4206 = 26.466952
300 / 26.466952 = 11.33489

my scale is <300,11.335,300>

(if a map vertical Scale of 15, still made a 1x1x1 model.)
still testing these things


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