![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
In article <36ABC52F.E22750ED@pacbell.net> , Ken <tyl### [at] pacbell net>
wrote:
> If you invert the HF image that Leveller uses for height elevation
> points all that will happen is that it will be a mirror of itself.
> The elevations will still be positive and the terrain will still
> be extruded outward from the sphere. Nice try.
Well, then scaling (changing the radius) the sphere should do all you need!
Thorsten
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Ken wrote:
>
> If you invert the HF image that Leveller uses for height elevation
> points all that will happen is that it will be a mirror of itself.
> The elevations will still be positive and the terrain will still
> be extruded outward from the sphere. Nice try.
Huh?
If the sphere is constructed as a mesh, meshes are hollow, and thus
mountains in the univerted image will become mountains on
the sphere interior.
Dan
--
http://www.flash.net/~djconnel/
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Dan Connelly wrote:
>
> Ken wrote:
> >
> > If you invert the HF image that Leveller uses for height elevation
> > points all that will happen is that it will be a mirror of itself.
> > The elevations will still be positive and the terrain will still
> > be extruded outward from the sphere. Nice try.
>
> Huh?
>
> If the sphere is constructed as a mesh, meshes are hollow, and thus
> mountains in the univerted image will become mountains on
> the sphere interior.
>
> Dan
>
> --
> http://www.flash.net/~djconnel/
Ha !
I said "If you invert the HF IMAGE that Leveller uses for height
elevation points...".
What needs to be done for this to work is to invert the HF elevation
data in the HF image itself. I suppose it's possible - just need to
rethink the way one makes positive elevation HF's in the first place.
--
Ken Tyler
tyl### [at] pacbell net
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> > Huh?
> >
> > If the sphere is constructed as a mesh, meshes are hollow, and thus
> > mountains in the univerted image will become mountains on
> > the sphere interior.
> >
> > Dan
> >
> > --
> > http://www.flash.net/~djconnel/
>
> Ha !
>
> I said "If you invert the HF IMAGE that Leveller uses for height
> elevation points...".
>
> What needs to be done for this to work is to invert the HF elevation
> data in the HF image itself. I suppose it's possible - just need to
> rethink the way one makes positive elevation HF's in the first place.
>
> --
> Ken Tyler
>
> tyl### [at] pacbell net
Ken, you are thinking yourself in circles. Think about it this way. If
you take white text on a black background and map it around a sphere,
you get text protruding from the outside of the sphere. If you take
text in black and background white, you get text protruding INTO the
sphere. Now, granted, the scaling isn't exactly right (you have a
sphere of radius R+1 and the text is at radius R, but it is still
projected on the interior. That means that the mountains would then be
on the inside. All I would do to my program would be to subtract the
height value from the sphere's radius instead of add it. It ends up
being very close to the same. Now I don't know if you are making a
Dyson's sphere (which I doubt since you dislike making space scenes), or
if you are making a Geode, or what but I doubt that you will have too
much difficulty due to the slight innaccuracy of the inverted image.
Steve
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Stephen Lavedas wrote:
>
> > > Huh?
> > >
> > > If the sphere is constructed as a mesh, meshes are hollow, and thus
> > > mountains in the univerted image will become mountains on
> > > the sphere interior.
> > >
> > > Dan
> > >
> > > --
> > > http://www.flash.net/~djconnel/
> >
> > Ha !
> >
> > I said "If you invert the HF IMAGE that Leveller uses for height
> > elevation points...".
> >
> > What needs to be done for this to work is to invert the HF elevation
> > data in the HF image itself. I suppose it's possible - just need to
> > rethink the way one makes positive elevation HF's in the first place.
> >
> > --
> > Ken Tyler
> >
> > tyl### [at] pacbell net
> Ken, you are thinking yourself in circles. Think about it this way. If
> you take white text on a black background and map it around a sphere,
> you get text protruding from the outside of the sphere. If you take
> text in black and background white, you get text protruding INTO the
> sphere. Now, granted, the scaling isn't exactly right (you have a
> sphere of radius R+1 and the text is at radius R, but it is still
> projected on the interior. That means that the mountains would then be
> on the inside. All I would do to my program would be to subtract the
> height value from the sphere's radius instead of add it. It ends up
> being very close to the same. Now I don't know if you are making a
> Dyson's sphere (which I doubt since you dislike making space scenes), or
> if you are making a Geode, or what but I doubt that you will have too
> much difficulty due to the slight innaccuracy of the inverted image.
>
> Steve
Thinking in circles is what's required for this spherical project :)
What you should say and haven't is that instead of inverting the HF
images I can get the results needed by producing a negative of the
original. This will give me the negative values I need to work right.
Thought about that just after my last post. PSP to the rescue.
Actually without giving to much away it's going to be an inside out world.
Well hopefully. Anyway I think I figured away around it without any
further help and thank all who responded. If not I'll just give up
and try something else.
--
Ken Tyler
tyl### [at] pacbell net
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
You said you have the answer but is my idea right ?
You just make:
difference {
sphere {<>,bigger_radius}
height_field_sphere // don't know the syntax of it
}
David
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
The negative of the image is of course what I actually meant... I was
thinking in HF-Lab terms. You can tell by my last post I think that I
was intending to use the negative. Sorry for the confusion.
Steve
Ken wrote:
>
> Stephen Lavedas wrote:
> >
> > > > Huh?
> > > >
> > > > If the sphere is constructed as a mesh, meshes are hollow, and thus
> > > > mountains in the univerted image will become mountains on
> > > > the sphere interior.
> > > >
> > > > Dan
> > > >
> > > > --
> > > > http://www.flash.net/~djconnel/
> > >
> > > Ha !
> > >
> > > I said "If you invert the HF IMAGE that Leveller uses for height
> > > elevation points...".
> > >
> > > What needs to be done for this to work is to invert the HF elevation
> > > data in the HF image itself. I suppose it's possible - just need to
> > > rethink the way one makes positive elevation HF's in the first place.
> > >
> > > --
> > > Ken Tyler
> > >
> > > tyl### [at] pacbell net
> > Ken, you are thinking yourself in circles. Think about it this way. If
> > you take white text on a black background and map it around a sphere,
> > you get text protruding from the outside of the sphere. If you take
> > text in black and background white, you get text protruding INTO the
> > sphere. Now, granted, the scaling isn't exactly right (you have a
> > sphere of radius R+1 and the text is at radius R, but it is still
> > projected on the interior. That means that the mountains would then be
> > on the inside. All I would do to my program would be to subtract the
> > height value from the sphere's radius instead of add it. It ends up
> > being very close to the same. Now I don't know if you are making a
> > Dyson's sphere (which I doubt since you dislike making space scenes), or
> > if you are making a Geode, or what but I doubt that you will have too
> > much difficulty due to the slight innaccuracy of the inverted image.
> >
> > Steve
>
> Thinking in circles is what's required for this spherical project :)
>
> What you should say and haven't is that instead of inverting the HF
> images I can get the results needed by producing a negative of the
> original. This will give me the negative values I need to work right.
> Thought about that just after my last post. PSP to the rescue.
>
> Actually without giving to much away it's going to be an inside out world.
> Well hopefully. Anyway I think I figured away around it without any
> further help and thank all who responded. If not I'll just give up
> and try something else.
>
> --
> Ken Tyler
>
> tyl### [at] pacbell net
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |