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High!
Marc-Hendrik Bremer schrieb:
I noticed that, too. *Maybee* try to shift your look_at point just al little
bit, if look_at and the position of the camera are in a strait line, there
are some odd artefacts IIRC.
No, the camera viewing direction isn't parallel to any axis, it faces
south-southwest and slightly upward!
Hm, I don't know for sure, what an adobe wall looks like (my dictionary
translates adobe with "Luftziegel").
Yes, "luftgetrocknete Lehmziegel" (sun-dried mud bricks)...
Perhaps have al look at the
Irregular_Bricks_Ptrn in textures.inc. It's probably a good idea to choose
the used object (and method - normal or isosurf) by calculating the distance
to the camera. The mentiones pattern f.e. will work quite well as normal or
as function in an isosurface, that makes it easy to switch between both
methods.
I've tried this, but it looked very different from my notions of Afghan mud
walls - they are partly made of bricks, but
somehow the bricks are almost undiscernable, perhaps bricks and mortar look very
similar, or there is a kind of rough plaster
over them. Another type of mud wall is just formed amorphous mud, no bricks at
all.
If the walls are roughcasted the granite pattern will do quite a good job
IMHO.
Yes, it looks more like what I have in mind... but with simple boxes, I still
have sharp edges like they never occur in real mud
buildings, their shapes are in fact rounded/softened. After having heard so much
about the astonishing properties of
isosurfaces, I wish I had some experience in using them... sigh...
I got an Athlon 1800+ recently (much less RAM though) and I can tell you,
that scenes still tend to render slowly.
And I'm still sitting here with such pre-war scrap like an AMD K6-II-400...
WAAAAAH!!!
See you in Khyberspace!
Yadgar
Now recording: Caravan (Deuter) - I can't help, but it must be influenced by
some piece of Afghan music...
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