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12 Oct 2026 19:02:15 EDT (-0400)
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From: Thomas de Groot
Subject: Ruined Place - WIP 3
Date: 14 Feb 2008 10:41:41
Message: <47b46135@news.povray.org>
I worked hard on the textures, tweaking Jim Charter's StainedStones macro 
until it fitted better to the column segments, and hammering out a 
believable lichen growth (or so I hope). I took the lichen colors from a 
photograph and tried to reproduce their shape with a crackle solid pattern.

On the floor tiles this is just not yet good enough I am afraid. I am 
certainly going to randomize the amount of lichen growth on individual 
stones in the first place, but I wonder if the growth should not be 
restricted more to shadowy areas. This is more difficult to obtain. Maybe 
with a X or Z gradient for the columns? But for the tiles, I don't know.

Also, I think the diffuse parameter (now at 0.8) should be lowered as the 
lichen seems too bright overall.

Rubble is coming later.

I am sure you have comments to make on this :-)

Thomas


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From: Nicolas Alvarez
Subject: Re: Ruined Place - WIP 3
Date: 14 Feb 2008 11:48:34
Message: <47b470e2@news.povray.org>
It has some ugly artifacts, as if you had compressed it with JPEG 
multiple times. Could you upload the original PNG, if it's not too big?


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From: Alain
Subject: Re: Ruined Place - WIP 3
Date: 14 Feb 2008 13:42:22
Message: <47b48b8e$1@news.povray.org>
Thomas de Groot nous apporta ses lumieres en ce 2008/02/14 10:41:
> I worked hard on the textures, tweaking Jim Charter's StainedStones macro 
> until it fitted better to the column segments, and hammering out a 
> believable lichen growth (or so I hope). I took the lichen colors from a 
> photograph and tried to reproduce their shape with a crackle solid pattern.
> 
> On the floor tiles this is just not yet good enough I am afraid. I am 
> certainly going to randomize the amount of lichen growth on individual 
> stones in the first place, but I wonder if the growth should not be 
> restricted more to shadowy areas. This is more difficult to obtain. Maybe 
> with a X or Z gradient for the columns? But for the tiles, I don't know.
> 
> Also, I think the diffuse parameter (now at 0.8) should be lowered as the 
> lichen seems too bright overall.
> 
> Rubble is coming later.
> 
> I am sure you have comments to make on this :-)
> 
> Thomas
> 
> 
> 
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.

-- 
Alain
-------------------------------------------------
When we get piled upon one another in large cities, as in Europe, we shall
become as corrupt as Europe.
Thomas Jefferson


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From: nemesis
Subject: Re: Ruined Place - WIP 3
Date: 14 Feb 2008 15:05:00
Message: <web.47b49e054fa69d8166f20de80@news.povray.org>
Looks a bit too grainy.  What about dropping the granite in the pigment for some
granite in the normal?  And what about some slight, reasonably fast radiosity?


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From: Zeger Knaepen
Subject: Re: Ruined Place - WIP 3
Date: 14 Feb 2008 16:05:45
Message: <47b4ad29@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote in message 
news:web.47b49e054fa69d8166f20de80@news.povray.org...
> Looks a bit too grainy.  What about dropping the granite in the pigment 
> for some
> granite in the normal?  And what about some slight, reasonably fast 
> radiosity?

That's the second time someone suggests radiosity for this WIP.  I think 
it's very clear radiosity is already being used though.
strange

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: Jim Charter
Subject: Re: Ruined Place - WIP 3
Date: 14 Feb 2008 23:25:49
Message: <47b5144d$1@news.povray.org>
Thomas de Groot wrote:
> I worked hard on the textures, tweaking Jim Charter's StainedStones macro 
> until it fitted better to the column segments, and hammering out a 
> believable lichen growth (or so I hope). I took the lichen colors from a 
> photograph and tried to reproduce their shape with a crackle solid pattern.
> 
> On the floor tiles this is just not yet good enough I am afraid. I am 
> certainly going to randomize the amount of lichen growth on individual 
> stones in the first place, but I wonder if the growth should not be 
> restricted more to shadowy areas. This is more difficult to obtain. Maybe 
> with a X or Z gradient for the columns? But for the tiles, I don't know.
> 
> Also, I think the diffuse parameter (now at 0.8) should be lowered as the 
> lichen seems too bright overall.
> 





Looking better and better.  I think it mostly needs more variation 
between stones and areas.

Not sure what you mean by 'crackle solid' pattern.  Are you using a none 
standard form?  What this

actually reminds me of is the 'cells' pattern which might be something 
worth trying too.

Now you've gotten me googling antique ruins.  They really are powerful 
images.


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 03:47:00
Message: <47b55184@news.povray.org>
"Nicolas Alvarez" <nic### [at] gmailisthebestcom> schreef in bericht 
news:47b470e2@news.povray.org...
> It has some ugly artifacts, as if you had compressed it with JPEG
> multiple times. Could you upload the original PNG, if it's not too big?

Strange... I see no differences... Here is the png.

Thomas


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Attachments:
Download 'IonianTempleRuins_2_04.png' (512 KB)

Preview of image 'IonianTempleRuins_2_04.png'
IonianTempleRuins_2_04.png


 

From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 04:02:42
Message: <47b55532$1@news.povray.org>
"nemesis" <nam### [at] gmailcom> schreef in bericht 
news:web.47b49e054fa69d8166f20de80@news.povray.org...
> Looks a bit too grainy.  What about dropping the granite in the pigment 
> for some
> granite in the normal?  And what about some slight, reasonably fast 
> radiosity?
>
>

Radiosity is there already!

Granite: depends. Jim's set of macros is highly complex. At this moment I 
cannot refer you back to his postings (July 2006) as the POV-Ray ng's appear 
to be unstable.

Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 04:05:12
Message: <47b555c8$1@news.povray.org>
"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


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 04:07:11
Message: <47b5563f@news.povray.org>
"Zeger Knaepen" <zeg### [at] povplacecom> schreef in bericht 
news:47b4ad29@news.povray.org...
>
> That's the second time someone suggests radiosity for this WIP.  I think 
> it's very clear radiosity is already being used though.
> strange
>
well, the radiosity used is mainly default and it may enhance artifacts 
here. Maybe that is the reason.

Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 04:49:09
Message: <47b56015@news.povray.org>
"Jim Charter" <jrc### [at] msncom> schreef in bericht 
news:47b5144d$1@news.povray.org...
>
> Looking better and better.  I think it mostly needs more variation between 
> stones and areas.

Thanks Jim. I am still not really happy with this although there is 
improvement. Yes, variation is needed and easy to do (implemented now to 
some extend; see below).

>
> Not sure what you mean by 'crackle solid' pattern.  Are you using a none 
> standard form?  What this actually reminds me of is the 'cells' pattern 
> which might be something worth trying too.

To simulate the lichen I used a color_map with crackle solid. Here is the 
macro code (state of the art) I used for the tiles. You only need to define 
a parameter T (here: 0.4), a seed value for the parameter RR, and include 
rand.inc. Note that I lowered the diffuse value of the lichen to 0.5. A 
quick render shows this to be much better. The lichen now blends better with 
the surrounding stone.

//-- Start Code --
#macro StoneTex()
#declare PLichen =
pigment {
  crackle solid
  color_map {
    [0.45 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.50 rgb <249, 224, 142>/255 ]
    [0.55 rgb <163, 149,  26>/255 ]
     [0.555 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.60 rgb <215, 172,  67>/255 ]
    [0.65 rgb <124,  82,   0>/255 ]
     [0.655 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.70 rgb <255, 217, 126>/255 ]
    [0.75 rgb <155, 111,  50>/255 ]
     [0.755 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.80 rgb <176, 155,  98>/255 ]
    [0.85 rgb <126, 106,  53>/255 ]
     [0.855 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.90 rgb <249, 224, 142>/255 ]
    [0.95 rgb <163, 149,  26>/255 ]
  }
  scale  <1.0, 1.0, 1.0>*0.02
  warp {turbulence 0.1}
}

#local Amount = RRand(T-0.1, T+0.1, RR);

#declare TLichen =
texture {
  pigment {
    granite
    pigment_map {
      [Amount color rgbf <1.0, 1.0, 1.0, 1.0> ]
      [Amount PLichen]
    }
    //scale  <1.0, 1.0, 2.0>*0.1
    //warp {turbulence <1.0, 1.0, 1.0>}
  }
  normal {
    crackle 10.0 solid
    bump_size 2.0
    scale 0.01
    //warp {turbulence <1.0, 1.0, 1.0>}
  }
  finish {
    ambient 0.0
    diffuse 0.5
  }
}

#declare LichenLimestone =
material {
   // Limestone:
   texture {
      pigment {
         agate
         agate_turb 1.0
         pigment_map {
            [0.0   color rgb <1.0, 1.0, 1.0>*0.3]
            [0.4   color rgb <0.6, 0.6, 0.6>*0.3]
            [0.8   color rgb <0.9, 0.9, 0.9>*0.3]
            [1.0   color rgb <0.7, 0.7, 0.7>*0.3]
         }
         scale  <3.0, 0.3, 1.0>*0.05
         rotate    <-10.0, 0.0, 15.0>
      }
      normal {
         crackle 10 solid
         warp {turbulence 0.5}
         scale 0.2
      }
      finish {
         ambient 0.0
         brilliance 0.5
         specular 0.3525
         roughness 0.005
      }
   }
   // Lichen:
   texture {TLichen}
}

#end

//-- End Code --

>
> Now you've gotten me googling antique ruins.  They really are powerful 
> images.

Fascinating indeed. High potential for interesting scenes but also fairly 
difficult to do correctly is my own feeling.

Thomas


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From: Warp
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 05:17:43
Message: <47b566c7@news.povray.org>
Hmm, I'm not completely convinced by this. Actual ruins look more
like: http://www.risawn.com/blog2/greece/gr3_29.jpg


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 07:31:54
Message: <47b5863a@news.povray.org>
"Warp" <war### [at] tagpovrayorg> schreef in bericht 
news:47b566c7@news.povray.org...
>  Hmm, I'm not completely convinced by this. Actual ruins look more
> like: http://www.risawn.com/blog2/greece/gr3_29.jpg

Oh yes indeed! or this: 
http://jfbradu.free.fr/GRECEANTIQUE/turquie/didymes/didymes1.htm for 
instance.

However, I am not really trying to reproduce something photo realistic, but 
to make an evocation of some ancient place. Tings should be properly 
balanced one way or another and that needs some further tweaking.

Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3b
Date: 15 Feb 2008 07:35:07
Message: <47b586fb@news.povray.org>
A further balancing of texture parameters. Coarser stones, more random 
lichen. Stone textures could be lighter though, although this depends on the 
source material and even black pillars could be envisioned here.

Thomas


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Download 'IonianTempleRuins_2_05.png' (475 KB)

Preview of image 'IonianTempleRuins_2_05.png'
IonianTempleRuins_2_05.png


 

From: nemesis
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 08:02:29
Message: <47b58d65$1@news.povray.org>
Thomas de Groot wrote:
> well, the radiosity used is mainly default and it may enhance artifacts 
> here. Maybe that is the reason.

hmm, I didn't notice it was used.  If it's the default, then it is 
already very smooth and very slight, I don't think it's causing 
artifacts.  Is ambient 0 for all objects other than sky?  The shadow 
areas are too flat, there should be some occlusion effect along edges 
and groves...

I really think the texture makes it all look too grainy.  Perhaps some 
slight camera blur in the distance would make some of it go away?


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From: nemesis
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 08:22:30
Message: <47b59216$1@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.  I don't know how these could support procedural textures, 
but they'd certainly help in making the graininess go away.

Only geometry near the camera would show the little pointy granite 
grain.  Those far away would only permit the larger crackle pattern to 
be visible.  Besides, the ground would show a smooth transition from 
detail up close and be slightly blurred and less grainy in the distance.

I still think, though, that camera blur would be of some help here.


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 08:40:22
Message: <47b59646$1@news.povray.org>
"nemesis" <nam### [at] nospamgmailcom> schreef in bericht 
news:47b58d65$1@news.povray.org...
>
> hmm, I didn't notice it was used.  If it's the default, then it is already 
> very smooth and very slight, I don't think it's causing artifacts.  Is 
> ambient 0 for all objects other than sky?  The shadow areas are too flat, 
> there should be some occlusion effect along edges and groves...

Ambient 0 for objects is standard in all my scenes.

>
> I really think the texture makes it all look too grainy.  Perhaps some 
> slight camera blur in the distance would make some of it go away?

Interestingly, what makes the graininess go away is to put the sun behind 
the camera :-)  The more dramatic lighting effect is thereby lost somewhat 
of course, but the stone shows off better. I shall upload an example as soon 
as the render is done.

Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 08:45:06
Message: <47b59762$1@news.povray.org>
"nemesis" <nam### [at] nospamgmailcom> schreef in bericht 
news:47b59216$1@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.  I 
> don't know how these could support procedural textures, but they'd 
> certainly help in making the graininess go away.
>
> Only geometry near the camera would show the little pointy granite grain. 
> Those far away would only permit the larger crackle pattern to be visible. 
> Besides, the ground would show a smooth transition from detail up close 
> and be slightly blurred and less grainy in the distance.
>
> I still think, though, that camera blur would be of some help here.

One thing about the photographs is also that those classic ruins we visit 
may often have been "cleaned" of all offensive lichens and growths that 
threaten their survival.

You might well be right about mip-mapping here... My knowledge about that is 
slight however.

Thomas


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From: nemesis
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 08:57:44
Message: <47b59a58$1@news.povray.org>
Thomas de Groot wrote:
> You might well be right about mip-mapping here... My knowledge about that is 
> slight however.

it's just a technique for substituting less detailed textures for richer 
textures the closer something is to the camera.  First time I saw it in 
full glory was in the N64 game Goldeneye.  From the distance, walls 
looked detailed enough, but once you came near them, *real* detail began 
to smoothly blend in to the larger granite texture, like tiny crackles 
and ridges... that was amazing for the time...


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 3
Date: 15 Feb 2008 09:42:51
Message: <47b5a4eb@news.povray.org>
Allright. Last example for the time being, showing the place under a 
different lighting. Note that the graininess is much less.

Thomas


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Preview of image 'IonianTempleRuins_2.png'
IonianTempleRuins_2.png


 

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>
nemesis escribió:
> 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>
"Alain" <ele### [at] netscapenet> a écrit dans le message de news: 
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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