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MandyHeightDE | ||||||
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Description: A Mandy heightfield based on DE rendered using a height distance estimation method. Max iter 60 bailout 65536 Time 6.4 secs @640*480 on a 3GHz P4HT Stats: Total Favorities: 0 View Who Favorited Filesize: 64.45kB Height: 480 Width: 640 Posted by: David Makin ![]() Rating: ![]() ![]() ![]() ![]() Image Linking Codes
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Comments (4) ![]() |
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David Makin | November 30, 2009, 02:23:20 AM With respect to using meshes rather than full ray-tracing I think an optimum mesh method could be developed by using a multi-resolution mesh rather than a fixed mesh - if the density of the colouring being used for heights in a given mesh square is >threshold then sub-divide the area further (recursively) - a little bit like voxel subdivision. |
Virtox | November 27, 2009, 06:47:56 PM Very nice ! You make great stuff ! Those look a lot better than mine, I'm still using mesh based heightfields ;-) |
David Makin | November 27, 2009, 02:25:09 AM Yes and no. It is in the sense that it's using 2D fractal colouring values as the heights but it's not in the way it's rendered. Normally heightfields are rendered by doing a 2D height mesh and rendering that but this was rendered using pure ray-tracing. The fact that this one is heights based on 2D DE is irrelevant, the important thing is that the render was ray-traced by distance estimating the maximum allowable step distances i.e. ray vs. height. The method works well for any reasonably smooth 2D colouring as in the previous image using atan(smooth iter) for the heights. I'm trying to improve it for less well-behaved colourings such as orbit traps (for those it works fine outside but inside is a different matter). In general heightfield renders of the Mandy using the mesh method have severe problems rendering the spike. |
cKleinhuis | November 23, 2009, 11:42:23 PM isnt that the classic heightfield method ?! nice anyway ! |
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