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Hi,
I have got a height_field, but I don't get a nice color. When I give it just
one color ( like: pigment { DarkBrown} ) I see sort of boxes, very ugly, on
the mountains. It doesn't matter which color I take. The mountains are
smooth.
Does anyone have a solution?
thank a lot,
JT
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This is related to the normal-bug inside the heightfield's
algorithm. They aren't transformed properly at some
point, and AFAIK, there is no fix for this which solves
the problem in every case.
You'd have to use either the heightfield with smooth, or
look into the include files for some macro named
HF_Square (I think), which will generate a mesh which
should look like the heightfield.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> Hi,
>
> I have got a height_field, but I don't get a nice color. When I give it
just
> one color ( like: pigment { DarkBrown} ) I see sort of boxes, very ugly,
on
> the mountains. It doesn't matter which color I take. The mountains are
> smooth.
>
> Does anyone have a solution?
>
> thank a lot,
>
> JT
>
>
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In article <3e8ad1bd@news.povray.org> , "J Tellings" <jte### [at] chellonl>
wrote:
> Does anyone have a solution?
A small but complete scene (in the message body) is necessary to help you.
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
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From: Thorsten Froehlich
Subject: Re: height_field texturing problem
Date: 2 Apr 2003 07:40:25
Message: <3e8ada39@news.povray.org>
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In article <3e8ad3e7@news.povray.org> , "Tim Nikias v2.0"
<tim### [at] gmxde> wrote:
> This is related to the normal-bug inside the heightfield's
> algorithm. They aren't transformed properly at some
> point, and AFAIK, there is no fix for this which solves
> the problem in every case.
> You'd have to use either the heightfield with smooth, or
> look into the include files for some macro named
> HF_Square (I think), which will generate a mesh which
> should look like the heightfield.
From the information given there is no way you can reach any such conclusion
and thus should not make such a statement.
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
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"Thorsten Froehlich" <tho### [at] trfde> wrote in message
news:3e8ada2f$1@news.povray.org...
> In article <3e8ad1bd@news.povray.org> , "J Tellings" <jte### [at] chellonl>
> wrote:
>
> > Does anyone have a solution?
>
> A small but complete scene (in the message body) is necessary to help you.
camera {
location <0,3,-2>
look_at <0,0,8>
}
(...)
object {
height_field{tga "kaart.tga"* smooth }
scale <30,1500,10>
translate <-23,-11,20>
pigment { DarkBrown }
translate <0,-1.4,0>
}
* Do you need this file?
There is not much information about HF_Square in the documentation. Could
anyone give example(s) of the function?
Thanks,
JT
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J Tellings wrote:
>
> [...]
>
> object {
> height_field{tga "kaart.tga"* smooth }
> scale <30,1500,10>
> translate <-23,-11,20>
> pigment { DarkBrown }
> translate <0,-1.4,0>
> }
> * Do you need this file?
Yes, please keep it small and post to povray.binaries.images. And while
you are on it you should also give the definition of 'DarkBrown' and the
light source, without the problem will be hardly visible.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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But wasn't it Slime who found this sort of behaviour in
the source-code of POV and tried to fix it? That's
what I was referring to.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
>
> > This is related to the normal-bug inside the heightfield's
> > algorithm. They aren't transformed properly at some
> > point, and AFAIK, there is no fix for this which solves
> > the problem in every case.
> > You'd have to use either the heightfield with smooth, or
> > look into the include files for some macro named
> > HF_Square (I think), which will generate a mesh which
> > should look like the heightfield.
>
> From the information given there is no way you can reach any such
conclusion
> and thus should not make such a statement.
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich
> e-mail: mac### [at] povrayorg
>
> I am a member of the POV-Ray Team.
> Visit POV-Ray on the web: http://mac.povray.org
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"Tim Nikias v2.0" wrote:
>
> But wasn't it Slime who found this sort of behaviour in
> the source-code of POV and tried to fix it? That's
> what I was referring to.
If he is using a 120x120 image as the basis for the HF there is no
way it will look smooth. Many people make the mistake of using low
resolution images to make HFs with and suffer the consequences of
that decision. The higher the resolution the smoother it will be.
--
Ken Tyler
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Oh, thats what Thorsten meant? Then he's right. Sorry.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
>
>
> "Tim Nikias v2.0" wrote:
> >
> > But wasn't it Slime who found this sort of behaviour in
> > the source-code of POV and tried to fix it? That's
> > what I was referring to.
>
> If he is using a 120x120 image as the basis for the HF there is no
> way it will look smooth. Many people make the mistake of using low
> resolution images to make HFs with and suffer the consequences of
> that decision. The higher the resolution the smoother it will be.
>
> --
> Ken Tyler
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