> One problem is that this doesn't work with displacement. Decreasing bump
> height based on AA means losing the height information for the
displacement.
> To avoid this, it would be necessary to go back to big hires poly meshes
> instead of displacement. Maybe not a bad idea, because then the slope
> information is more accurate too. The camera can probably get closer too.
> And you see the surface in real time.
> Thanks for the detailed tips, I got them stored safely!
> -Mark H

  Yes , I would concur that actual meshes would be the way to go ,
simply because displacement mapping ends up handcuffing you in so
many ways . Great for simple "nice rendering" scenario's however .

   I really have no idea how other landscape S/W's make it all
happen , but for RS , I would think a big mesh , and then have RS
take a look at it's resulting polygons , set up a database of how
you think an actual landscape might be broken up into catagories
(certainly more than lo/hi flat/sloped) and then have RS see which
polygons suit which catagory . Average out neighbouring polygons
and apply .

   However , as I said several mails ago , it would seem to be a big
effort and it would be great if a kind of 'group' was formed to attack
this project so as to eliminate all the duplicated wasted efforts on a
learning curve of this magnitude .

BFN

Garry Curtis
http://www.niagara.com/~studio




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