Open mclarekin opened 2 years ago
We don't need this because we have Displacement maps and Fractalize texture. It is more general, because we can apply heightmaps to any fractal or primitive. Implemeting of heightmaps info fractal formula will not fit to actual program structure.
Formula: ABoxMapSFold
Description:
A modified "Amazing Box" by an idea of Aexion, the radius for the sphere folding is modified by a 2d pixelmap, creating surface pattern on spherefold areas:
x = abs(x+Fold) - abs(x-Fold) - x y = abs(y+Fold) - abs(y-Fold) - y z = abs(z+Fold) - abs(z-Fold) - z Mvec = (GetRGBfromSphereMap(@x, Map_nr) + Map_offset) Map_scale rr = Sqr(x + Mvec[0]) + Sqr(y + Mvec[1]) + Sqr(z + Mvec[2]) if rr < sqr(Min_R) then m = Scale/sqr(Min_R) else if rr < 1 then m = Scale/rr else m = Scale x = x m + Cx y = y m + Cy z = z m + Cz
@mclarekin the idea of using heightmap inside iteration loop is very interesting. Do you have any example images showing the results?
@mclarekin the idea of using heightmap inside iteration loop is very interesting. Do you have any example images showing the results?
no examples, but i can visualize how it should work to experiment we just need some height map data accessible in a formula code and probably test it first in an asurf.
I'm asking for examples to see if it is really worth to implement. It would require a lot of changes in the code.
i will look at making some examples. But that is a few months away as I have a lot of other things i want to finish first.
look at implementing heightmap difs