POV-Ray : Newsgroups : povray.binaries.images : Johnny's Solitude (questions?) : Re: Johnny's Solitude (questions?) Server Time
4 Oct 2024 07:14:21 EDT (-0400)
  Re: Johnny's Solitude (questions?)  
From: Andrew Cocker
Date: 11 Apr 1999 19:47:22
Message: <3711267a.0@news.povray.org>
If you use 'interpolate 2', then POV will not allow an image map to become pixellated,
so
your argument becomes redundant where POV is concerned. I think.


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Andy
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Lance Birch <lan### [at] usanet> wrote in message news:3710ad8e.0@news.povray.org...
> Yep, that's true, too many maps spoil a scene and make it look like a Quake
> level...  I actually use quite a lot of image maps though, with quite a lot
> of success... The real secret to using maps is to make them VERY
> high-resolution, even if the image you're rendering is small.  The main
> reasons for this are reflection and refraction... which can really amplify a
> surface's size... For example, a crystal ball on a wooden desk is REALLY
> going to amplify the surface.  When you sit a glass object next to
> something, if the glass is good the chances are that you won't get much
> blurring in the refraction...  So, if you've got an image map that you know
> is going to be refracted or reflected, the best thing to do is make it very
> high-res.  The last image I did, which was for an animation had only 4 maps
> in it, but the maps were a total of 60 Mb.  The reason that they were this
> big (OK, not BIG, but big enough to take a chunk out of my physical
> memory...) was because the images had to have alpha channels (full level
> channels too), and also because they had to be high-resolution.  Of course
> the maps were actually of Australian Currancy (shhhh... don't tell anyone
> ;-)  he he he
>
> The final rendering size was 720x576 (PAL) and also stills were done at
> 1024x768.  They came out very nicely and also photo-realistic, something
> which I've never been able to acheive before...
>
> The surfaces I find the hardest to model are metals...  All I can say is
> that I can't wait until I upgrade... Anistropic shaders here I come!  he he
> he
>
> But back to the subject, if you're going to use image maps, make sure
> they're high-res, because if they aren't they won't look real...
>
> --
> Lance.
>
>
> ---
> For the latest 3D Studio MAX plug-ins, images and much more, go to:
> The Zone - http://come.to/the.zone
>
>


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