POV-Ray : Newsgroups : povray.binaries.images : A rocky surface : Re: A rocky surface Server Time
9 Dec 2021 09:40:57 EST (-0500)
  Re: A rocky surface  
From: nemesis
Date: 19 Nov 2021 13:55:00
Message: <web.6197f274b54605256eb44466112415a2@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:
> Hi,
>
> Here's something I was working on a while back. Zoom to 100% to see all the
> details.
>
> The height field's map was generated using a cellular automaton in GLSL. For a
> real-time demonstration, see this: https://www.shadertoy.com/view/ftSSDy (Your
> system will need to be able to support pixel shaders.)
>
> In order to be able to save a proper height map, the shader code was ported to a
> Windows GLSL app that supports higher bit output and arbitrary resolutions.
>
> To get deep shadows, a proximity pattern was generated by subtracting a blurred
> copy of the height map from the original using a function. The scene was
> rendered with basic radiosity and low aa settings.
>
> The whole idea behind this was to make height maps that are suitable for
> bedrock, and possibly crystalline surfaces.
>
> Sam

oh, you already deal with GLSL...


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