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Think you meant to say vertical instead of horizontal as in hf aspects.
Perpendicular to the plane of the heightfield in other words. And I
believe you may be right about the unsmooth quality of such. Smoothing
goes from one pixel square to the next *across* the face of the hf, so the
vertical or perpendicular surfaces are always potentially a large distance
from each other the sharper the edge is.
Hmmm, and now that I've done said that... smoothing will go parallel to
the plane of the hf at least.
"Rune S. Johansen" wrote:
>
> Julius Klatte wrote:
> >
> >>Font definitions would just give MUCH smoother
> >>edges than heightfields.
> >
> >Is the difference really noticable if you use a high-res
> >image in a smoothed heightfield?
>
> If I remember correctly, almost horizontal heightfield surfaces are not
> smooth even when the "smooth" keyword is used.
>
> Maybe the problem could be solved if the letter is dark gray on black
> instead of white on black. Then you could skale it afterwards.
>
> Greetings,
>
> Rune S. Johansen
>
> ---
> My POV-Ray 3D Gallery, the POV Desktop Theme,
> and the compiled list
> "you know you have been raytracing too long when..."
> at http://hjem.get2net.dk/rsj
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