From: Nicolas Alvarez
Subject: Re: 24 bit heightfields
Date: 12 Dec 2008 20:05:13
Message: <49430a49@news.povray.org>
SharkD wrote:
> Nicolas Alvarez <nic### [at] gmailcom> wrote:>> I don't think it would be easy at all. You definitely can't use>> antialiasing :) (try slightly blurring the image you have and loading it>> into your app, see what you get!)> > Antialiasing doesn't seem to have harmed it in any way.
That's because at first I thought you wanted to do the opposite: generate
such a 24-bit image from POV-Ray, for another program to use. *That* would
be harmed by AA.
"SharkD" <nomail@nomail> wrote:
> I generated the following heightfield in some program or other. It uses all 24> bits for elevation information. My question is, how are the colors/height data> organized? I would like to create a pigment that produces similar maps.>> http://i421.photobucket.com/albums/pp292/SharkD2161/Support/Untitled1_hf.png>> -Mike
I just rediscovered that I originally created the heightfield using Daylon
Leveller.
-Mike
From: Nicolas Alvarez
Subject: Re: 24 bit heightfields
Date: 12 Dec 2008 22:53:43
Message: <494331c7@news.povray.org>
SharkD wrote:
> I just rediscovered that I originally created the heightfield using Daylon> Leveller.
Daylon provides a patch for POV-Ray that can load .ter files (directly from
Leveller) as heightfield images.
Nicolas Alvarez <nic### [at] gmailcom> wrote:
> Daylon provides a patch for POV-Ray that can load .ter files (directly from> Leveller) as heightfield images.
Does this result in superior heightfields, or is it just for the convenience of
not having to convert between various formats?
-Mike
"SharkD" <nomail@nomail> wrote:
> I tested the pigment on a cone, and then used the output in a heightfield. It> seems to work OK if the output is rendered in as a 24 bit image, but produced> weird results when using a 48 bit image.>> -Mike
It seems the 48 bit image is being converted to grayscale first, which results
in a wildly different heightfield.
-Mike