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>As said in p.b.i. the algorithm is based on ingo's description of his
>3d-erosion, but it is quite different when used on heightfields. There
>is some flattening effect on the bottom of the valleys, which is quite
>opposite to what ingo's pictures show.
Except that some slopes get steeper, it doesn't look unnatural. 'Think the
big difference is that a voxel represents the hardness/softness of the
material, where on a HF a pixel only represents the hight. When a mountain
is young, it's height says "nothing" about it durability.
Just an idea, how about using two different HF's, one for height and
image, one for hardness.
Shoot "waterdrop" at the first HF/pixel, check the value of the same pixel
on the hardness HF, according to that value determine the amount of damage
to be done to the first HF.
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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