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I've just been suffering similar problems with heightfields to those Gillles
has recently mentioned.
Is there any hope of a fix - perhaps in the next version of megapov?
Mick
--
*************************************************************
http://www.mhazelgrove.fsnet.co.uk/index.hml
*************************************************************
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The problem has been fixed for the next version of MegaPov.
-Nathan
Mick Hazelgrove <mha### [at] mindaswinternetcouk> wrote...
> I've just been suffering similar problems with heightfields to those
Gillles
> has recently mentioned.
>
> Is there any hope of a fix - perhaps in the next version of megapov?
>
> Mick
>
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And plateau-free noise??
Nathan Kopp wrote:
> The problem has been fixed for the next version of MegaPov.
>
> -Nathan
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Great look forward to it!
Mick
--
*************************************************************
http://www.mhazelgrove.fsnet.co.uk/index.hml
*************************************************************
"Nathan Kopp" <Nat### [at] Koppcom> wrote in message
news:38ecbbb8$1@news.povray.org...
> The problem has been fixed for the next version of MegaPov.
>
> -Nathan
>
> Mick Hazelgrove <mha### [at] mindaswinternetcouk> wrote...
> > I've just been suffering similar problems with heightfields to those
> Gillles
> > has recently mentioned.
> >
> > Is there any hope of a fix - perhaps in the next version of megapov?
> >
> > Mick
> >
>
>
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Yes. I'm interested to see if people compain about it 'breaking' old
scenes, or if nobody will notice that.
-Nathan
Greg M. Johnson <gre### [at] my-dejanewscom> wrote...
> And plateau-free noise??
>
> Nathan Kopp wrote:
>
> > The problem has been fixed for the next version of MegaPov.
> >
> > -Nathan
>
>
>
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Nathan Kopp wrote in message <38ecfef3@news.povray.org>...
>Yes. I'm interested to see if people compain about it 'breaking' old
>scenes, or if nobody will notice that.
>
Hooray!! I bet the biggest problem will be old sky pigments.
Is there an ETA for version 0.5??
Gail
********************************************************************
* gsh### [at] monotixcoza * Reality.dat not found *
* http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
********************************************************************
* Document program code? Why do you think it's called code? *
********************************************************************
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What is this "plateau-free noise"?
Thanks.
Fabian.
>
> And plateau-free noise??
>
> Nathan Kopp wrote:
>
> > The problem has been fixed for the next version of MegaPov.
> >
> > -Nathan
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Whoohoo!
For the record,
#declare shouting_tone=true;
PLATEAUS BROKE SCENES, REMOVING PLATEAUS WILL FIX THEM!
#declare shouting_tone=false;
Can't wait for 0.5!
Nathan Kopp wrote:
> Yes. I'm interested to see if people compain about it 'breaking' old
> scenes, or if nobody will notice that.
>
> -Nathan
>
> Greg M. Johnson <gre### [at] my-dejanewscom> wrote...
> > And plateau-free noise??
> >
> > Nathan Kopp wrote:
> >
> > > The problem has been fixed for the next version of MegaPov.
> > >
> > > -Nathan
> >
> >
> >
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Fabian BRAU <Fab### [at] umhacbe> wrote:
: What is this "plateau-free noise"?
AFAIK it's the following:
The fractal noise function used by, for example, the bozo pattern should
return values between 0 and 1, but instead it returns values that are outside
that range (0 and 1.5 or something like that). This value gets then clamped
to the range 0 - 1 (ie. all values greater than 1 are converted to 1).
This causes flat areas of height 1 in the bozo pattern.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Look at my image at povray.binaries.images:
Subject:
In search of plateau-free noise (28 + 32kbbu)
Date:
Sun, 06 Feb 2000 18:46:59 -0500
In a "fixed" noise3d, there would not be plateaus.
Fabian BRAU wrote:
> What is this "plateau-free noise"?
>
> Thanks.
>
> Fabian.
>
> >
> > And plateau-free noise??
> >
> > Nathan Kopp wrote:
> >
> > > The problem has been fixed for the next version of MegaPov.
> > >
> > > -Nathan
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