POV-Ray : Newsgroups : povray.advanced-users : smothing material_map ? Server Time
27 Dec 2024 23:31:50 EST (-0500)
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From: destroyedlolo
Subject: smothing material_map ?
Date: 26 Aug 2004 10:50:00
Message: <web.412df87acb1c6a0ee5987fa60@news.povray.org>
Hi all,

I use material_map to apply some textures to hight_field (see my previous
post about "perspective problem").
Unfortunaly, my mapping image has a very poor resolution and I'm looking for
a way to smooth eadges of area w/o increasing the resolution of the image.

Any idea ?

Thanks

Lolo


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From: Gilles Tran
Subject: Re: smothing material_map ?
Date: 26 Aug 2004 16:51:12
Message: <412e4d40$1@news.povray.org>

news:web.412df87acb1c6a0ee5987fa60@news.povray.org...

> Unfortunaly, my mapping image has a very poor resolution and I'm looking
for
> a way to smooth eadges of area w/o increasing the resolution of the image.
> Any idea ?

Something that can be tried is to turn the map into an isosurface and add
some turbulence (in the pigment function) and/or random noise (to the
function), thus creating bogus information. It's not going to be fast
though.

#declare hff=function{
    pigment {
        image_map {png "testhf.png" interpolate 2}
//        turbulence 0.1
        rotate 90*x
        translate <-0.5,0,-0.5>
    }
}


isosurface {
    function{y-hff(x,y,z).gray
     -f_noise3d(x*1000,0,z*1000)*0.005
     }
    max_gradient 125
    bounded_by {box {<-1,0,-1>,<1,1,1>}}
    texture{pigment{slope y color_map{[0.65 Yellow][0.7 Green*0.5]}}}
    scale <10000,3000,10000>
}

G.


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From: destroyedlolo
Subject: Re: smothing material_map ?
Date: 2 Sep 2004 15:00:34
Message: <41377B54.5010201@yahoo.com>
Thanks Gilles for this tip.
Unfortunatly, I lost too much precision so ... I have increased the 
resolution of my image : thanks to POV to alway consider imported image 
as 1x1 so, even if the high_field and the mapping resolution don't 
match, the result is realy pretty good.

No, I'm playing w/ texture to find one looking like a forest shown from 
the sky.

Bye

Laurent


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