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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 4-11-2018 11:45, BayashiPascal wrote:
> > If you don't already know this site, I recommend it to you. It's my definite
> > reference for hexagonal grids:
> >
> > https://www.redblobgames.com/grids/hexagons/
> >
>
> Impressive. Now, what would it take to make hexagonal, seamless,
> height_fields? In POV-Ray?
>
> At the moment, I make seamless height_fields with the help of
> GeoControl, which is able to turn out seamless, square, tga maps.
> Making hexagonal ones would be a challenge I suppose. Are there
> applications that are able to do this?
>
> --
> Thomas
Once I get the reverse lookup function working, I'll be able to convert freely
between the index of each hexagon and it's location in cube-space. At that
point, I'll be able to create landscapes using Cellular Automata.
Making a height map might not be a good idea as sharp transitions tend not to
render well in my experience, but I could use tiles and just scale them
vertically.
The only problem I foresee with the reverse lookup is that it uses a matrix
transform which I'm unsure about how to implement in PoV SDL. That is, without
implementing a matrix math macro library.
Regards,
A.D.B.
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