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From: Warp
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 13:12:35
Message: <47b5d613$1@news.povray.org>
nemesis wrote:
> you know, from those photos, I think the problem is partially that
> povray doesn't support mip-mapping of textures and anisotropic
> filtering.

  By definition procedural textures and mip-mapping do not mix.
Mip-mapping is exclusively related to bitmap textures.

  In theory the same effect (although much slower) can be achieved with
procedural textures by using a very heavy antialiasing. OTOH, that
doesn't always remove all moire-patterns, though.


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From: Nicolas Alvarez
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 13:34:34
Message: <47b5db3a@news.povray.org>

> you know, from those photos, I think the problem is partially that 
> povray doesn't support mip-mapping of textures and anisotropic 
> filtering.

Mip-mapping is a mere optimization to do scaling in realtime. POV-Ray 
antialiasing should do the same.

I never understood what anisotropic filtering *is*...


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From: Nicolas Alvarez
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 13:35:32
Message: <47b5db74@news.povray.org>
Thomas de Groot escribió:
> Allright. Last example for the time being, showing the place under a 
> different lighting. Note that the graininess is much less.
> 

Now you just need a camera fly-through animation.


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From: nemesis
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 13:46:35
Message: <47b5de0b$1@news.povray.org>
Nicolas Alvarez wrote:
> I never understood what anisotropic filtering *is*...

correct antialiasing of mipmapped textures accounting for the fact that 
pixels are square shapes.  The page on wikipedia compares two pictures, 
with and without anisotropic filtering.


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From: Alain
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 17:00:28
Message: <47b60b7c$1@news.povray.org>
Thomas de Groot nous apporta ses lumieres en ce 2008/02/15 04:05:
> "Alain" <ele### [at] netscapenet> schreef in bericht 
> news:47b48b8e$1@news.povray.org...
>> In my experiance, lichen do grow well on sunlit areas. I've seen large 
>> patches on bare rock patches on hill tops, with no trees near enough to 
>> give any shadows.
>>
> 
> Ah! That is good to know. I may be confused with some mosses on tree boles 
> that have preferential growth on the shade sides. I suddenly was not sure 
> about lichens. Thanks!
> 
> Thomas
> 
> 
Moss need humidity, often lot of humidity, and some shade help preserve it. It 
usualy grow on trees, or in the water. Moss is usualy green.
Lichen usualy grow on rocks, often in cool/cold and dry places. It need more 
light. Lichens are often a greenish shade of gray, and some can be almost white.

-- 
Alain
-------------------------------------------------
Islam: If shit happens, blame Israel.


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 16 Feb 2008 03:52:28
Message: <47b6a44c$1@news.povray.org>
"Nicolas Alvarez" <nic### [at] gmailisthebestcom> schreef in bericht 
news:47b5db74@news.povray.org...
>
> Now you just need a camera fly-through animation.

<grin> would be nice, but is not my intention  :-)

Thomas


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From: M a r c
Subject: Re: Ruined Place - WIP 3
Date: 16 Feb 2008 07:27:40
Message: <47b6d6bc$1@news.povray.org>

47b60b7c$1@news.povray.org...
>>
>>
> Moss need humidity, often lot of humidity, and some shade help preserve 
> it. It usualy grow on trees, or in the water. Moss is usualy green.
> Lichen usualy grow on rocks, often in cool/cold and dry places. It need 
> more light. Lichens are often a greenish shade of gray, and some can be 
> almost white.

Here (Brittany) we have greenish grey, whitish,    and deep gold  lichens
http://www.atlanticbio.com/images/LICHEN%20encroutant%20jaune.jpg
Marc


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From: Warp
Subject: Re: Ruined Place - WIP 3
Date: 16 Feb 2008 07:52:01
Message: <47b6dc71$1@news.povray.org>
Nicolas Alvarez wrote:
> I never understood what anisotropic filtering *is*...

  It's related to texturing with bitmaps.

  Regular trilinear filtering (ie. bilinear filtering + mipmapping +
interpolating between mipmaps) works perfectly when the surface being
rendered is parallel to the viewing plane, that is, the texture pixels
are square when projected on screen.

  A problem happens when the surface being rendered is at a high angle
with respect to the viewing plane: In this case the texture pixels, when
projected onto the screen, are very elongated, far from square. This
presents a problem: Which mipmap level to choose? In one direction a
more detailed mipmap would be required, but in the other direction a
much coarser one. If you choose a mipmap which is too detailed, it will
introduce ugly moire patterns. If you choose a mipmap which is too
coarse, the texture will be unnecessarily blurred.
  Most implementations go for the unnecessarily-coarse solution, which
means that textures at steep angles will usually look quite blurred.
(I suppose the rationale is that blurring doesn't look as bad as
flickering moire patterns.)

  Anisotropic filtering is a technique which solves this problem, at the
cost of extra calculation time required.


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From: Christian Froeschlin
Subject: Re: Ruined Place - WIP 3
Date: 17 Feb 2008 09:07:24
Message: <47b83f9c$1@news.povray.org>
Warp wrote:

> nemesis wrote:
> 
>>you know, from those photos, I think the problem is partially that
>>povray doesn't support mip-mapping of textures and anisotropic
>>filtering.
> 
>   By definition procedural textures and mip-mapping do not mix.
> Mip-mapping is exclusively related to bitmap textures.

But for rendering still images, you could manually
define multiple textures with different levels of detail
and apply simpler ones to objects far from the camera.


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 17 Feb 2008 10:58:31
Message: <47b859a7$1@news.povray.org>
"Christian Froeschlin" <chr### [at] chrfrde> schreef in bericht 
news:47b83f9c$1@news.povray.org...
>
> But for rendering still images, you could manually
> define multiple textures with different levels of detail
> and apply simpler ones to objects far from the camera.

Yes indeed!
This has been done by several people here, using the spherical pattern.

Thomas


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