Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 03/05/2021 om 09:19 schreef jr:
> > ...
> I conclude from that [thread], that aa is the ray-tracing answer to mipmapping,
> and I guess that my initial suggestion of stochastic aa is the correct one.
taking the 'El Capitan' cliff face as an example, say I want to render two
images: object near base of, and object some distance from. then I need to
choose a scale for the texture(s)? I think that I (as in "numpty" etc) would
benefit from having some row/col table, in the documentation and or as array, of
all parameters involved ("lambda", "octave", such) by scale/suggested distance
(in POV-units?). (and perhaps a macro which expands to the texture at the given
scale/index) (just thinking aloud :-))
btw, re "graveyards". had to put on an anorak, even for a cursory read. :-)
found out that what I associate with "granite" really is "dolerite". thanks.
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