POV-Ray : Newsgroups : povray.binaries.images : Height field function illustrations Server Time
27 Apr 2024 02:29:36 EDT (-0400)
  Height field function illustrations (Message 1 to 6 of 6)  
From: yesbird
Subject: Height field function illustrations
Date: 18 Feb 2023 08:30:00
Message: <web.63f0d1d76e3e1cf8b3a8a2ec10800fb2@news.povray.org>
To illustrate our discussion about height field function with wave deformations,
and as part of POV-Ray popularization, I've rendered few most tasty examples:

https://github.com/syanenko/Height-fields
--
YB


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Attachments:
Download 'hf_triangle_hsv.png' (374 KB)

Preview of image 'hf_triangle_hsv.png'
hf_triangle_hsv.png


 

From: Jörg "Yadgar" Bleimann
Subject: Re: Height field function illustrations
Date: 18 Feb 2023 09:08:42
Message: <63f0dbea$1@news.povray.org>
Hi(gh)!

On 18.02.23 14:25, yesbird wrote:
> To illustrate our discussion about height field function with wave deformations,
> and as part of POV-Ray popularization, I've rendered few most tasty examples:
> 
> https://github.com/syanenko/Height-fields
> --
> YB

Looks like a ridged Perlin function... as I want to generate Earth-like 
planets with a realistic height distribution, since a long time I'm 
looking for a function yielding long branching mountain chains but also 
broad plains at intermediate height levels, and finally deep low basins. 
Did not find it yet - my experiments with ridged_hf and related 
functions always just produced continents with massive elevations but 
narrow to non-existent coastal plains...

See you in Khyberspace!

Yadgar


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From: Bald Eagle
Subject: Re: Height field function illustrations
Date: 18 Feb 2023 09:30:00
Message: <web.63f0e07ee3be3e891f9dae3025979125@news.povray.org>
"yesbird" <nomail@nomail> wrote:
> To illustrate our discussion about height field function with wave deformations,
> and as part of POV-Ray popularization, I've rendered few most tasty examples:
>
> https://github.com/syanenko/Height-fields
> --
> YB

Yes, those are juicy - I will agree that the color maps you are choosing work
very well and achieve a good look.

I think if you really want to see some more "WOW" - then look into applying sslt
- sub-surface light transport.  Then some of those would look even more amazing!


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From: Bald Eagle
Subject: Re: Height field function illustrations
Date: 18 Feb 2023 09:40:00
Message: <web.63f0e222e3be3e891f9dae3025979125@news.povray.org>
> Yadgar

You need to check out SimonDev

https://www.youtube.com/watch?v=HIYs7Hoq2yQ

and

Sebastian Lague

https://www.youtube.com/@SebastianLague/videos

as well as learning how select (A, B, C, D) can help you achieve everything that
you want.


You would also be well-served to learn about smoothstep
https://www.youtube.com/watch?v=60VoL-F-jIQ

and other easing functions and activation functions.

Don't look for "the perfect function.  Take a (few) function(s) and mold them to
suit your specific needs.


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From: yesbird
Subject: Re: Height field function illustrations
Date: 18 Feb 2023 10:05:00
Message: <web.63f0e7a1e3be3e89b3a8a2ec10800fb2@news.povray.org>
Hi, Yadgar !

Landscapes always attracted me, I believe that key to realism is the combination
of different noise types and other methods, like this one for example:
https://expreg.org/amsi/C/articles/fbelhadj_200512.pdf

My lovely C4D has best library of noise functions, that can be layered, I like
playing with them, combining with different logical operations, and getting very
interesting and unexpected results:

https://developers.maxon.net/docs/Cinema4DPythonSDK/html/types/noise.html

Btw, it' good idea, will explore noises in POV this evening !

Happy landscaping,
--
YB


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From: yesbird
Subject: Re: Height field function illustrations
Date: 18 Feb 2023 10:10:00
Message: <web.63f0ea0ee3be3e89b3a8a2ec10800fb2@news.povray.org>
> I think if you really want to see some more "WOW" - then look into applying sslt
> - sub-surface light transport.  Then some of those would look even more amazing!

Thanks, good idea, I used SSS in a VRay and Redshift, now I'm intrigued how it
implemented in POV.
--
YB


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