|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I generated the following heightfield in some program or other. It uses all 24
bits for elevation information. My question is, how are the colors/height data
organized? I would like to create a pigment that produces similar maps.
http://i421.photobucket.com/albums/pp292/SharkD2161/Support/Untitled1_hf.png
-Mike
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
SharkD wrote:
> I generated the following heightfield in some program or other. It uses
> all 24 bits for elevation information. My question is, how are the
> colors/height data organized? I would like to create a pigment that
> produces similar maps.
Seems similar to the POV-Ray TGA heightfields, except using all three
channels instead of two.
Basically, red*256*256 + green*256 + blue = 24-bit grayscale value.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nicolas Alvarez <nic### [at] gmailcom> wrote:
> SharkD wrote:
> > I generated the following heightfield in some program or other. It uses
> > all 24 bits for elevation information. My question is, how are the
> > colors/height data organized? I would like to create a pigment that
> > produces similar maps.
>
> Seems similar to the POV-Ray TGA heightfields, except using all three
> channels instead of two.
>
> Basically, red*256*256 + green*256 + blue = 24-bit grayscale value.
How would I create this type of pigment? Thanks.
-Mike
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
SharkD wrote:
> How would I create this type of pigment? Thanks.
You want POV-Ray to output an image like this, for another application to
use?
I don't think it would be easy at all. You definitely can't use
antialiasing :) (try slightly blurring the image you have and loading it
into your app, see what you get!)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"SharkD" <nomail@nomail> wrote:
> I generated the following heightfield in some program or other. It uses all 24
> bits for elevation information. My question is, how are the colors/height data
> organized? I would like to create a pigment that produces similar maps.
>
> http://i421.photobucket.com/albums/pp292/SharkD2161/Support/Untitled1_hf.png
it's not very easy to tell, given the low resolution - but it is quite obvious
that the red channel is most significant. So I'd guess that the height is coded
as:
height = red + (green/256.0) + (blue/65536.0)
with red, green, blue and height all ranging from 0.0 to 1.0.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nicolas Alvarez <nic### [at] gmailcom> wrote:
> You want POV-Ray to output an image like this, for another application to
> use?
No, I want to reuse the images in POV.
-Mike
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"clipka" <nomail@nomail> wrote:
> it's not very easy to tell, given the low resolution - but it is quite obvious
> that the red channel is most significant. So I'd guess that the height is coded
> as:
>
> height = red + (green/256.0) + (blue/65536.0)
>
> with red, green, blue and height all ranging from 0.0 to 1.0.
I don't quite understand your math. If red, green and blue all range from 0 to
1, then the maximum possible height is 3. The maximum height of heightfields is
1.
-Mike
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"SharkD" <nomail@nomail> wrote:
> I generated the following heightfield in some program or other. It uses all 24
> bits for elevation information. My question is, how are the colors/height data
> organized? I would like to create a pigment that produces similar maps.
>
> http://i421.photobucket.com/albums/pp292/SharkD2161/Support/Untitled1_hf.png
>
> -Mike
I am intrigued by this idea. I have been using hf_gray_16 in the past, and it
usually creates enough levels, but an hf_gray_24 might be pretty cool too.
From the documentation:
"When hf_gray_16 is on, the output file will be in the form of a heightfield,
with the height at any point being dependent on the brightness of the pixel.
The brightness of a pixel is calculated in the same way that color images are
converted to grayscale images: height = 0.3 * red + 0.59 * green + 0.11 *
blue."
It'll take a bit of testing, but if it is that easy...
-Reactor
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"SharkD" <nomail@nomail> wrote:
> "clipka" <nomail@nomail> wrote:
> > it's not very easy to tell, given the low resolution - but it is quite obvious
> > that the red channel is most significant. So I'd guess that the height is coded
> > as:
> >
> > height = red + (green/256.0) + (blue/65536.0)
> >
> > with red, green, blue and height all ranging from 0.0 to 1.0.
>
> I don't quite understand your math. If red, green and blue all range from 0 to
> 1, then the maximum possible height is 3. The maximum height of heightfields is
> 1.
>
> -Mike
Errr... I meant, "the maximum possible height is greater than 1", not 3.
-Mike
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
SharkD wrote:
> "clipka" <nomail@nomail> wrote:
>> it's not very easy to tell, given the low resolution - but it is quite
>> obvious that the red channel is most significant. So I'd guess that the
>> height is coded as:
>>
>> height = red + (green/256.0) + (blue/65536.0)
>>
>> with red, green, blue and height all ranging from 0.0 to 1.0.
>
> I don't quite understand your math. If red, green and blue all range from
> 0 to 1, then the maximum possible height is 3. The maximum height of
> heightfields is 1.
Those maths assume red, green and blue go from 0 to 255, and height would be
from 0 to 16777216.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |