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Hello,
I'm developing a set of macros to load and manipulate 16-bit height
field data. With them, you can import red/green 16-bit grayscale images
and manipulate them as you would any other pigment. There are functions
for finding edges (via a proximity pattern), finding angles for special
effects, and even one for exporting red/green images to a few 24-bit
image formats (to compensate for 3.7's rudimentary 16-bit support). They
can be used to add features to existing height field data or to create
new data. The pigments can be used in isosurfaces. I'm keeping my macros
easy-to-use this time :)
Unfortunately, there are limitations. For one, POV-Ray's handling of
image_maps produces strange edge artifacts, so I'm having to bring the
edges of the images down to zero. This creates a sharp drop-off at the
perimeter of the height field. It's not a feature I wanted.
Another problem is speed. A person would have to develop their height
maps in a 2D fashion to avoid high parse times, but the macros *can* be
used directly in a scene.
Considering these limitations, does anyone think they might find such an
include file useful? I'm pretty much done with most of the functions, so
all I need is one response so I can begin making example files!
~Sam
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stbenge wrote:
> Hello,
>
> Considering these limitations, does anyone think they might find
such an
> include file useful? I'm pretty much done with most of the functions, so
> all I need is one response so I can begin making example files!
>
> ~Sam
--
Best Regards,
Stephen
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From: Christian Froeschlin
Subject: Re: Interested in 16-bit height field functions?
Date: 12 Dec 2009 14:24:05
Message: <4b23edd5$1@news.povray.org>
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stbenge wrote:
> I'm developing a set of macros to load and manipulate 16-bit height
> field data. With them, you can import red/green 16-bit grayscale
> images and manipulate them as you would any other pigment.
I'm not sure I understand what these do. As far as I know,
Povray 3.6 already supports 16 bit png as input format both
for height fields and image_map pigments. Wouldn't that be
simpler to use than red/green tga?
> There are functions for finding edges (via a proximity pattern),
> finding angles for special effects
I can see these would be useful. Do they work on pigments which
encapsulate height information both in red and green channel or
do you linearize the data into a gray pigment? The latter case
would be more flexible as your processing functions will then
be independed of the height field image format.
> POV-Ray's handling of image_maps produces strange edge artifacts
What kind of edge artifacts do you mean?
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From: stbenge
Subject: Re: Interested in 16-bit height field functions?
Date: 12 Dec 2009 16:27:11
Message: <4b240aaf@news.povray.org>
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Christian Froeschlin wrote:
> stbenge wrote:
>
>> I'm developing a set of macros to load and manipulate 16-bit height
>> field data. With them, you can import red/green 16-bit grayscale
>> images and manipulate them as you would any other pigment.
>
> I'm not sure I understand what these do. As far as I know,
> Povray 3.6 already supports 16 bit png as input format both
> for height fields and image_map pigments. Wouldn't that be
> simpler to use than red/green tga?
World Machine and TerraBrush use 16-bit tgas. In the version of WM I
have, the option for png output is not supported yet. My attempts to
convert a 16-bit tga to a png have not been successful; the data is
still encoded with red and green colors, thus resulting in a high
frequency mess. This probably wouldn't be true if I converted it using
POV, but it's faster to use IrfanView :)
Regarding pngs, if a person were to supply a well-supported 16-bit png
to some versions of my functions, then it should work out all right.
>> There are functions for finding edges (via a proximity pattern),
>> finding angles for special effects
>
> I can see these would be useful. Do they work on pigments which
> encapsulate height information both in red and green channel or
> do you linearize the data into a gray pigment?
The macros will return straight grayscale data, be it 8 or 16-bit data.
Some will load images (converting them to a grayscale pigment), and some
will work directly with whatever pigment you provide for it, including
pre-declared, processed images. All will return grayscale information
which can then be encoded into a red/green height map if one wishes to
do so.
>The latter case would be more flexible as your processing functions will then
>be independed of the height field image format.
My goal is to make the edge and angle functions work with any pigment,
exporting to a few 16-bit pigments.
>> POV-Ray's handling of image_maps produces strange edge artifacts
>
> What kind of edge artifacts do you mean?
It only appears at certain times, under certain conditions, when I
convert images to functions. It's a single line of incorrect image info
residing between units. I can try to reproduce the artifact. It happens
with my luminous bloom code if I comment out the fixes I made.
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From: stbenge
Subject: Re: Interested in 16-bit height field functions?
Date: 12 Dec 2009 16:34:35
Message: <4b240c6b@news.povray.org>
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Stephen wrote:
> stbenge wrote:
>> Hello,
>>
> > Considering these limitations, does anyone think they might find such an
>> include file useful? I'm pretty much done with most of the functions,
>> so all I need is one response so I can begin making example files!
>>
>> ~Sam
>
:)
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From: Thomas de Groot
Subject: Re: Interested in 16-bit height field functions?
Date: 14 Dec 2009 03:39:39
Message: <4b25f9cb@news.povray.org>
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"stbenge" <UN### [at] hotmailcom> schreef in bericht
news:4b240aaf@news.povray.org...
>
> World Machine and TerraBrush use 16-bit tgas. In the version of WM I have,
> the option for png output is not supported yet. My attempts to convert a
> 16-bit tga to a png have not been successful; the data is still encoded
> with red and green colors, thus resulting in a high frequency mess. This
> probably wouldn't be true if I converted it using POV, but it's faster to
> use IrfanView :)
WM2, which is also free (with the usual limitations) exports 16bit png
heightfields. My latest landcape here is precisely that.
I am certainly very much interested in your functions, Sam :-)
Thomas
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From: stbenge
Subject: Re: Interested in 16-bit height field functions?
Date: 14 Dec 2009 14:55:17
Message: <4b269825@news.povray.org>
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Thomas de Groot wrote:
> "stbenge" <UN### [at] hotmailcom> schreef in bericht
> news:4b240aaf@news.povray.org...
>> World Machine and TerraBrush use 16-bit tgas. In the version of WM I have,
>> the option for png output is not supported yet. My attempts to convert a
>> 16-bit tga to a png have not been successful; the data is still encoded
>> with red and green colors, thus resulting in a high frequency mess. This
>> probably wouldn't be true if I converted it using POV, but it's faster to
>> use IrfanView :)
>
> WM2, which is also free (with the usual limitations) exports 16bit png
> heightfields. My latest landcape here is precisely that.
I'll have to download that. When trying to stitch pieces of 512x512
height fields together, are there still visible seams when using erosion?
> I am certainly very much interested in your functions, Sam :-)
Really, I've got only two functions so far: the angle map and the edge
map. The edge map is just a hack from a previous proximity pattern.
The red/green importing functions are just useless novelties. I was
learning how to decode/encode 16-bit data for another project, which, in
the end, won't need that kind of functionality anyway.
Hopefully the angle map can be used to displace pigments from from an
isosurfaces according to angles. This should overcome problems arising
when displacing isosurfaces based on height field data. There might be
another way to do this. It wouldn't be the first time I've tried to
solve a problem the hard way ;)
I was beginning to regret having mentioned this set of macros, but maybe
you guys will find a good use for them.
Sam
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On 12/12/2009 12:58 PM, stbenge wrote:
> Hello,
>
> I'm developing a set of macros to load and manipulate 16-bit height
> field data. With them, you can import red/green 16-bit grayscale images
> and manipulate them as you would any other pigment. There are functions
> for finding edges (via a proximity pattern), finding angles for special
> effects, and even one for exporting red/green images to a few 24-bit
> image formats (to compensate for 3.7's rudimentary 16-bit support). They
> can be used to add features to existing height field data or to create
> new data. The pigments can be used in isosurfaces. I'm keeping my macros
> easy-to-use this time :)
>
> Unfortunately, there are limitations. For one, POV-Ray's handling of
> image_maps produces strange edge artifacts, so I'm having to bring the
> edges of the images down to zero. This creates a sharp drop-off at the
> perimeter of the height field. It's not a feature I wanted.
>
> Another problem is speed. A person would have to develop their height
> maps in a 2D fashion to avoid high parse times, but the macros *can* be
> used directly in a scene.
>
> Considering these limitations, does anyone think they might find such an
> include file useful? I'm pretty much done with most of the functions, so
> all I need is one response so I can begin making example files!
>
> ~Sam
See here:
http://wiki.povray.org/content/Knowledgebase:High_precision_heightfields
--
Michael Horvath
mik### [at] gmailcom
http://isometricland.com
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From: stbenge
Subject: Re: Interested in 16-bit height field functions?
Date: 15 Dec 2009 01:54:46
Message: <4b2732b6@news.povray.org>
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SharkD wrote:
> See here:
>
> http://wiki.povray.org/content/Knowledgebase:High_precision_heightfields
That looks really cool, but really slow :( In my include file, I rewrote
some of my comments and code to redirect a user towards using pngs
instead of other formats.
I was unaware that the png format could be used with such flexibility...
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From: stbenge
Subject: Re: Interested in 16-bit height field functions?
Date: 15 Dec 2009 01:55:18
Message: <4b2732d6@news.povray.org>
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Stephen wrote:
> stbenge wrote:
>> Hello,
>>
> > Considering these limitations, does anyone think they might find such an
>> include file useful? I'm pretty much done with most of the functions,
>> so all I need is one response so I can begin making example files!
>>
>> ~Sam
>
All right, it's in p.b.scene-files.
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