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From: Lummox JR
Subject: Re: Not-so-smooth height_field in POV 3.1
Date: 11 Jun 1999 16:11:38
Message: <37616DFE.7BD6@aol.com>
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Ken wrote:
> I wonder if you might not have some success by applying your HF image to a
> plane as an image map with using interpolation and then use use the resulting
> image for you HF image. That or try smoothing the image with a blurring or
> softening filter in a paint program prior to applying it as a HF object.
Ah, but all these solutions get us back to the same problem: Some
triangles will still face the light source, so the undesired diffuse
reflection effect will still happen. And again, increasing the
resolution of the height field does nothing but make those reflective
spots a little smaller, and slow down the render--it doesn't eliminate
them.
Lummox JR
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Lummox JR wrote:
>
> Ken wrote:
> > I wonder if you might not have some success by applying your HF image to a
> > plane as an image map with using interpolation and then use use the resulting
> > image for you HF image. That or try smoothing the image with a blurring or
> > softening filter in a paint program prior to applying it as a HF object.
>
> Ah, but all these solutions get us back to the same problem: Some
> triangles will still face the light source, so the undesired diffuse
> reflection effect will still happen. And again, increasing the
> resolution of the height field does nothing but make those reflective
> spots a little smaller, and slow down the render--it doesn't eliminate
> them.
>
> Lummox JR
Then I am forced to reply that if the results you are recieving with
your current scene elements are unacceptabel change them until they
are. Try changing the location of your light sources or change the
finish statement.
--
Ken Tyler
mailto://tylereng@pacbell.net
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From: Lummox JR
Subject: Re: Not-so-smooth height_field in POV 3.1
Date: 13 Jun 1999 01:51:47
Message: <3763477C.419@aol.com>
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Ken wrote:
> Then I am forced to reply that if the results you are recieving with
> your current scene elements are unacceptabel change them until they
> are. Try changing the location of your light sources or change the
> finish statement.
Been there, done that. Light source changes do nothing except move the
light spots to a different area, and the finish statement can do nothing
to improve the smoothing.
The entire core of the problem is that the engine is not doing *enough*
smoothing toward the corners and edges of each triangle, and as far as I
understand the concept, it should be a trivial matter (for the authors)
to modify the smoothing function to supply a single value that controls
the degree of smoothing.
Lummox JR
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