> The polygons are still pretty big even in a quarter-million-points mesh, > you're asking for triangle artifacts this way... Example: a poly has a > single slope value because it's flat. This needs camouflaging. The > materials depending on slope should be 'smeared out' by adding some noise > or something, if not the polys stand out too much. I actually saw that > happen, it's not theory.
Hi Mark : Yes , I agree totally , and is actually what I meant about averaging neighboring polygons , so as to eliminate a single poly from sticking out . Yes , all sorts of disguising would be required , with noises being very usefull . Sounds like I'm talking through my hat here , but I have done my share of RS landscape stuff , years ago . Tried all kinds of things and got some very good results too , but since VSL I haven't tried anything , but have been keenly watching the list for renderings , and find your efforts most interesting . > A few more tips: > - big meshes like 500x500 (250000 points) are NOT hard to render 5 min > for a 800x600 picture is normal on a 1.5 GHz machine > - lots of memory is nice, 1 GB or more > - editing scenes with such big meshes can be very slow. Disabling Undo > helps a lot (set Undo depth to 0 in Prefs) > - don't convert triangular faces to quads. > Maybe a big tutorial when we figured it all out... or a book: "How to > attack a mesh with VSL" , that title will draw millions of readers ;) > I'll keep you posted, > Mark H Great ! Thanks Mark . Garry Curtis http://www.niagara.com/~studio