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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 4-2-2014 19:27, Samuel Benge wrote:
> > Nice :)
> >
> > You might be able to speed up the parse time even more. Since eval_pigment()
> > evaluates the RGB channels of a pigment, you might get a speed increase if you
> > make a function that samples only one channel, adding color after the fact. A
> > linear spline could be used in lieu of a color_map...
>
> I am afraid that this is beyond my understanding :-)
>
> Thomas
For me it is secret too :)
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On 3-2-2014 16:04, Thomas de Groot wrote:
> Not really an issue, but an even better version would be obtained with
> an uv_mapped image_map on the height_field.
...however, as was concluded in the thread:
http://news.povray.org/povray.newusers/thread/%3Cweb.4f943e8d8677299d5d50475e0%40news.povray.org%3E/?ttop=390889&toff=50
this is not possible to do. A pity.
Thomas
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Hi(gh)!
On 03.02.2014 13:41, Thomas de Groot wrote:
> parsing.
In this context, this is almost a pun!
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 3-2-2014 16:04, Thomas de Groot wrote:
> > Not really an issue, but an even better version would be obtained with
> > an uv_mapped image_map on the height_field.
>
> ...however, as was concluded in the thread:
>
http://news.povray.org/povray.newusers/thread/%3Cweb.4f943e8d8677299d5d50475e0%40news.povray.org%3E/?ttop=390889&toff
=50
> this is not possible to do. A pity.
>
> Thomas
In Blender3D Height Field can try to imitate creating new mesh on UV of initial
object
For this purpose it is necessary to think and write a python-code for the
exporter.
Such task wasn't set for me :)
Render mesh would be much faster, than a render of Height Field
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On 8-2-2014 7:34, LanuHum wrote:
> Render mesh would be much faster, than a render of Height Field
Of course. For such objects as carpets, I normally use a mesh object and
not a height_field. It just happened that I tested with a height_field
here. ;-)
HF_square() could be an alternative but it has some troubles of its own,
when transforming it (i.e. it has no well-defined origin).
Thomas
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> Hi(gh)!
>
> On 03.02.2014 13:41, Thomas de Groot wrote:
>
>> parsing.
>
> In this context, this is almost a pun!
<grin>
>
?
Thomas
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> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 3-2-2014 16:04, Thomas de Groot wrote:
>>> Not really an issue, but an even better version would be obtained with
>>> an uv_mapped image_map on the height_field.
>>
>> ...however, as was concluded in the thread:
>>
http://news.povray.org/povray.newusers/thread/%3Cweb.4f943e8d8677299d5d50475e0%40news.povray.org%3E/?ttop=390889&toff
> =50
>> this is not possible to do. A pity.
>>
>> Thomas
>
> In Blender3D Height Field can try to imitate creating new mesh on UV of initial
> object
> For this purpose it is necessary to think and write a python-code for the
> exporter.
> Such task wasn't set for me :)
> Render mesh would be much faster, than a render of Height Field
>
>
I'm not sure that a mesh would render faster than a height field.
After all, a hight field is realy a specialised form of mesh...
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Hi(gh)!
On 08.02.2014 09:24, Thomas de Groot wrote:
> ?
It's Persian, meaning "I will see you in Khyberspace"!
See you in Khyberspace!
Yadgar
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> It's Persian, meaning "I will see you in Khyberspace"!
>
> See you in Khyberspace!
>
I should have known :-)
Thomas
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dude.
this rocks.
keep up the good work.
peter
"LanuHum" <Lan### [at] yandexru> wrote:
> Persian carpet. It is created in Blender3D. Povray counted in 45 seconds!
> I am happy!
> Thanks to all who helps me to study Povray
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