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Op 3-5-2021 om 11:11 schreef jr:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 03/05/2021 om 09:19 schreef jr:
>>> ...
>> I conclude from that [thread], that aa is the ray-tracing answer to mipmapping,
>> and I guess that my initial suggestion of stochastic aa is the correct one.
>
> taking the 'El Capitan' cliff face as an example, say I want to render two
> images: object near base of, and object some distance from. then I need to
> choose a scale for the texture(s)? I think that I (as in "numpty" etc) would
> benefit from having some row/col table, in the documentation and or as array, of
> all parameters involved ("lambda", "octave", such) by scale/suggested distance
> (in POV-units?). (and perhaps a macro which expands to the texture at the given
> scale/index) (just thinking aloud :-))
>
Yes, I guess that is the crucial point here. Otoh, It can also be solved
by using a much simpler texture for the background, involving the same
colour_map scaled down, and without all the fancy stuff...
>
> regards, jr.
>
> btw, re "graveyards". had to put on an anorak, even for a cursory read. :-)
> found out that what I associate with "granite" really is "dolerite". thanks.
>
<grin> They are often mixed-up.
--
Thomas
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