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"clipka" <nomail@nomail> wrote:
> "Edouard" <pov### [at] edouardinfo> wrote:
> > The object is just being coloured by a DF3 file, but the DF3 file was itself
> > created from the object by sample points in space around each voxel. The
> > density of the voxel is determined by how many samples are inside the object vs
> > how many samples are outside.
>
> So basically it's a kind of antialiased voxel representation of the object?
>
> Then I think it's not the ideal way to do it.
>
> If I understand it correctly, the desired effect is that the DF3 helps you
> texture an object differently in areas that "stick out" as opposed to
> "recessing" regions. For this purpose, the DF3 should be "blurred" in a way.
>
> If I get you right, your approach leveas all blurring to the "voxel
> oversampling" and POV's DF3 interpolation. However, this is strongly dependent
> on the DF3 resolution.
>
> To improve the approach, the sample points could be jittered even beyond the
> boundaries of their "nominal voxel" using a gaussian distribution, which can be
> scaled according to the desired "blurriness" of the DF3 for more control, so one
> can improve quality of the DF3 (by increasing resolution) without "sharpening"
> it.
I didn't explain it very well - sorry. Each voxel's value is determined by 25
samples taken (in this specific case) randomly within a sphere of 2.5 voxels in
radius. The voxel size and the sample radius are independent of each other.
Cheers,
Edouard.
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