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uberzev
not lyftzev

Posts: 1890
Filters: 36
Height Map....


Result...


Intended Result...


Modified Height Map (produces Intended Result)...



While the workaround for the end-user is simple in this case; it's not practical for more complex effects.


Height Map...


Crappy Result...



If FF could automagically generate the adjusted height map it would significantly enhance the quality of many filters.


(There is actually another workaround for the bomber. But I'm looking for a universal solution.)

Ugly Balls.ffxml
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Totte
Übernerd

Posts: 1460
Filters: 107
uberzev, you nailed something that's been bugging me over and over, the height map looks ok but the results gets crappy.

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- I never expected the Spanish inquisition
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Hmm.. I'd be quite confused if the shader produced the "intended result" from the original height map. The small hemisphere is really not spherical (in height profile), but somewhat cone'ish / point'ish in the height profile, which is reflected by the way it is shaded..
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
I don't see how it is possible to autoprocess an arbitrary like you want - how should the algorithm know if you meant hemisphere and not cone (or visa versa)?

The solution is to intelligently construct the filter so various features and objects are placed correct in z dimension (and not stretched, like with your first height map ex.).
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Here is the height profile of the first map:

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
here is the profile for the second modified height map that produces the intended result:

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
I think the images explain well what is "causing" the bad shading, and why it is not a bug..
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Sphinx. wrote:
how should the algorithm know if you meant hemisphere and not cone (or visa versa)?


I don't have the answer to that. But we did put a man on the moon so this should be easy.

Quote
Sphinx. wrote:
I think the images explain well what is "causing" the bad shading, and why it is not a bug..


I realize it's not a bug. I just think an option for a more intuitive behavior would be awesome.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Well, I think thats a matter of "personal intuition". My intuition expects the cone to be shaded as such, and the small hemisphere similarily.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
But it would be interesting with some sort of algorithm that scales features relative to their size. The main problem is locating and isolating separate features/objects. Think of a heigh map with mixed perlin noise and cell noise (blended).. how do you theoretically separate features here? It will appear as one "connected" surface object..

I once experimented with scaling the cell noise cells to get a more uniform shading (like what you're looking for). I did find a solution, but of course it only works for that given construction. Let me see if I can find it...
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