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Chris Huff wrote:
>
> These macros generate height field meshes from pigments from within POV.
>
> SquareHF.jpeg is an ordinary square height field, like the
> height_field {} primitive object in POV.
>
> SphereHF.jpeg is the first type of spherical height field, using a 2D
> square wrapped around a sphere with spherical coordinates.
>
> Sphere2HF.jpeg is the second type of spherical height field, generated
> by recursively subdividing an octahedron, dividing each triangle into 4
> triangles. This doesn't have the "pinching" toward the y axis like the
> first type does.
>
> I still haven't done smoothing, I'll try to figure out a good way to do
> it.
>
Looks very interesting, although i did not yet totally understand how the
second and third one work, are you evaluating the pigment in a 2d plane or
in 3d space?
The third one looks similar to a sphere-crackle isosurface, that lead me
to the idea of an isosurface tesselation macro. Since Warp's tesselation
patch is still buggy and does not work well on isosurfaces, that could be
quite useful IMO.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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