POV-Ray : Newsgroups : povray.binaries.images : Isosurface rocks and slope texture : Re: Isosurface rocks and slope texture Server Time
29 Jul 2024 22:32:15 EDT (-0400)
  Re: Isosurface rocks and slope texture  
From: Le Forgeron
Date: 3 Jul 2013 18:35:20
Message: <51d4a728$1@news.povray.org>
Le 03/07/2013 16:19, Thomas de Groot nous fit lire :
> 
> Yes. Note that the documentation says the use 0.0, 0.5 for Lo_slope and
> Hi_slope permits the texture_map to be used from 0 to 1.

the default 'slope { <vector> }' is already in [0;1)

when used with 'slope { <vector>, Low, High }', I'm afraid it's bugged,
or I did not understood the text correctly.

1. parser transforms Low & High in Low, Range
2. pattern transforms value to (value-Low)/Range
(original value is the angle in 0--1 : 0 is the opposite of the vector's
direction, 1 is the same direction as the vector)

0 become -Low/Range
1 become (1-Low)/Range

and then the usual modulo 1.0 is applied (unless altitude is present).

So, ... 0.0 , 0.5 would transform 0 in 0, and 1 in 2. The 0, 0.5 give
full range for *heighfield* (only) because there is no overhangs on
heightfield. (but there is for isosurface, so better stay away from Low,
High)

I was hoping to have grass at the low part of map, but maybe you should
reconsider and it might be easier to have grass near 1, and rock at 0.

(and with altitude weighted as 1/4 (and slope at 3/4), the grass/soil
might start at 0.6... but once again, I feel that Lower & Upper might be
bugged, or not ? :

1. parser transforms Lower & Upper in Lower, Range
2. pattern transforms value to (value - Lower)/Range
(original value is the oriented length of the projection of the point
coordinate on the *normalised* vector of altitude (from origin)(yep,
length of altitude is irrelevant, excepted for weight with slope)


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