POV-Ray : Newsgroups : povray.binaries.images : The Colony Ship : Re: The Colony Ship Server Time
8 Jul 2024 00:16:58 EDT (-0400)
  Re: The Colony Ship  
From: Kenneth
Date: 14 Feb 2016 15:55:00
Message: <web.56c0e710ce53235433c457550@news.povray.org>
Sven Littkowski <jam### [at] yahoocom> wrote:
> Kenneth,
>
> See here the image. The twisted real heightfield remains gray as the
> original image is, and also does not show any heights. It is just like
> an ordinary image texture wrapped along a cylinder.
>
> I also include a down-sized version of the heightfield image (the
> original is 10,000x10,000, this one is only 1,000x1,000)
>

(actually it's only 240 X 240)

Well...I DO see the height_field, and the embossed heightfield image. Of course,
I added lights, a camera, and re-scaled the HF so I could work with it easily. I
also upped your green color brightness. Note that specifying just
pigment{rgb < 0.05, 0.25, 0.0 > will use POV-Ray's default finish etc. (And your
green color is kind of dark.) I would urge you to use a full texture statement.

Did you include the final declared object in your scene?? Like...
object{MyLandscape}
That wasn't in your code; I'm assuming you did include it.

Maybe your media is 'hiding' the height_field??

By the way-- I noticed that your uploaded grayscale .jpeg image_map has a
slightly different name than what's in the code you posted; I renamed it, of
course, but it would be *much* easier for us to help you if you made sure to
check things like that before posting. Otherwise, it means extra work for us.
;-)

I suspect that you're taking your code example(s) directly out of your scene;
while that makes sense to you, it's difficult for us, because we have to change
things (like scale, etc.) in order to work with it. (And we have no idea what
its context is in your scene.) A good rule of thumb is to
try and simplify any code examples-- not too much of course-- to make them
easier to test. (In fact, it would be easier for you too, to find problems -- I
would suggest that you test just your own code example above-- with an
appropriate camera and lights. You *should* be able to see it like I do. If you
don't see it, it will still be so-much-simpler to track down any minor
problems.)


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