POV-Ray : Newsgroups : povray.binaries.images : Test Rendering : The Vases Improved : Re: Test Rendering : The Vases Improved Server Time
1 Oct 2024 22:28:21 EDT (-0400)
  Re: Test Rendering : The Vases Improved  
From: Fabian BRAU
Date: 11 Aug 2000 11:57:06
Message: <3994223D.6503C21A@umh.ac.be>
Exactly!! I forgot that we can use image map in iso surface :).
But yes this slow but feasible!
I will have a look!

Fabian.


> 
> Fabian BRAU wrote:
> 
> > I already saw some attempt to create wood
> > with hieghtfield, the result was more or less good but it took
> > several weeks for the guy to get a "good" result so...
> 
> But does displacement mapping solves the problem of having a good displacement map
> in the first place ?
> For me the main problem in using isosurfaces for displacement mapping in Megapov
> is that it is restricted to what isosurfaces can do. For instance, using it on CSG
> is not straigthforward, if not impossible. The second problem is that it's not
> fast. Otherwise it's not that complicated.
> 
> Below is a setup for a floor with displacement mapping in Megapov (equivalent to a
> height field).
> #declare hf=function{pigment{image_map{png "floorbump" interpolate 2} rotate
> x*90}}
> #declare rs=0.005;
> isosurface{function{y - hf(x,y,z)*rs } contained_by{box{<-2,-1,-1>,<2,1,2>}}
> threshold 0    rotate x*-90
>         texture{pigment{image_map{png "floormap"}} finish{ambient 0 diffuse 0.8
> specular 0.2 roughness 0.1} rotate x*90 }
> }
> 
> And a picture here (uses official focal blur, official caustics, a big image map
> for the texture and another big one for the displacement).
> 
>   ------------------------------------------------------------------------
>  [Image]


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