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In an attempt to create a new method of generating HF's with realistic
variations in texture, color, and topography I came up with a procedure
that seems to work with some success. In this image there are about 35
copies of one HF randomly distributed and scaled within a loop. There were
3 different HF versions the only difference being that of the texture
used. The rest was in a way left to nature to decide how it would turn out.
As it is with any new approach this one has bugs, random weirdness, and
an occasional surprise or two that needs to be worked out but so far I am
pleased with the results.
Your comments are welcome.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Attachments:
Download 'alcove3.jpg' (44 KB)
Preview of image 'alcove3.jpg'
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Ah, this site is so much nicer than c.g.r.r. :-)
I like what I see.
I wonder if these scattered points in the background are caused by the
overlaying of the HF's (two triangles at the same position)?
Marc
--
Marc Schimmler
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Marc Schimmler wrote:
>
> Ah, this site is so much nicer than c.g.r.r. :-)
>
> I like what I see.
>
> I wonder if these scattered points in the background are caused by the
> overlaying of the HF's (two triangles at the same position)?
>
> Marc
> --
> Marc Schimmler
It's hard to say. The image used for the HF was poorly designed and
certainly never intended for the way it was used here. I guess that
speaks volumes for the possibilites of this process. It could be a jumble
of micro HFs gathered together. The way the loop is constructed there is
no telling what ended up where, of what size, or which textured version.
Like I said nature runs it's coarse with this process. :)
--
Ken Tyler
mailto://tylereng@pacbell.net
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Ken wrote in message <36DE88C5.B048A089@pacbell.net>...
>Marc Schimmler wrote:
>>
>> Ah, this site is so much nicer than c.g.r.r. :-)
>>
>> I like what I see.
>>
>> I wonder if these scattered points in the background are caused by the
>> overlaying of the HF's (two triangles at the same position)?
>>
>> Marc
>> --
>> Marc Schimmler
>
> It's hard to say. The image used for the HF was poorly designed and
>certainly never intended for the way it was used here. I guess that
>speaks volumes for the possibilites of this process. It could be a jumble
>of micro HFs gathered together. The way the loop is constructed there is
>no telling what ended up where, of what size, or which textured version.
>Like I said nature runs it's coarse with this process. :)
>
This is a major advance in the use of HFs. It gives a truly real sense of
landscape - I suspect the choice of HFs could be crucial to the final
effect - the rather liquid section at the front looks rathe out of place but
the stalactite? grooves are superb. Keep on with it - it has enormous
potential.
In fact I might use the idea - with your permission of course:-)
Mick
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Mick Hazelgrove wrote:
>
> This is a major advance in the use of HFs. It gives a truly real sense of
> landscape - I suspect the choice of HFs could be crucial to the final
> effect - the rather liquid section at the front looks rathe out of place but
> the stalactite? grooves are superb. Keep on with it - it has enormous
> potential.
Agreed. One thing that many people overlook with height fields is the
incredibly low amounts of memory they use. I had one image I did that
had over 2000 HF's I was using as leaves on a tree. The memory his was
less that 20 megs. In a scene with 30-60 HF's it's well under 10 megs
and the render time is very fast because it is an internally generated
mesh object. Unlike the standard mesh object you can also perform CSG
operations on HF's which further adds to it's charm.
Then comes the big bonus - looking at Mr. Kress's image posted today
you can see that it is also possible to recreate fine art using HF's.
What an unsung hero the Hf object is. What glorious days loom ahead
for the nobel and unappreciated height field object. It's day is at
hand and all shall know it's utility and subtle power ere this
millennium is gone and past.
> In fact I might use the idea - with your permission of course:-)
Permission granted.
> Mick
--
Ken Tyler
mailto://tylereng@pacbell.net
Post a reply to this message
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> What an unsung hero the Hf object is. What glorious days loom ahead
> for the nobel and unappreciated height field object. It's day is at
> hand and all shall know it's utility and subtle power ere this
> millennium is gone and past.
Um, Ken? You may wish to go have a lie down somewhere.....
pondering heightfields for his latest endeavour,
--
+----------------------------------------------------------------------+
|Colin Scott McDonald Metro Link, Inc.|
| veni, vici, volo in dominum redirre |
|sco### [at] metrolinkcom www.metrolink.com|
+----------------------------------------------------------------------+
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Great job on the hf's. and, you forgot to add that it is in proportion to the
size of the image. I have a HF+imagemap here that _only_ takes 30mb to render...
and there's no other objects...
Ken wrote:
>
> In an attempt to create a new method of generating HF's with realistic
> variations in texture, color, and topography I came up with a procedure
> that seems to work with some success. In this image there are about 35
> copies of one HF randomly distributed and scaled within a loop. There were
> 3 different HF versions the only difference being that of the texture
> used. The rest was in a way left to nature to decide how it would turn out.
> As it is with any new approach this one has bugs, random weirdness, and
> an occasional surprise or two that needs to be worked out but so far I am
> pleased with the results.
>
> Your comments are welcome.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
>
> --------------------------------------------------------------------------------
> [Image]
--
//Spider
( spi### [at] bahnhofse ) [ http://www.bahnhof.se/~spider/ ]
#declare life = rand(seed(42))*sqrt(-1);
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