[Image map shader]About "Projection" which is

Started by Mid-Knight Acchan, October 08, 2008, 10:31:58 AM

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Oshyan

Smooth Disp(lacement) Interpolation acts the same as Smooth Interpolation in the Colour tab, but it acts on the displacement rather than color values. Essentially it provides smoothing or a form of antialising to the image values as they are interpreted in displacement. This prevents hard or jagged edges when using low resolution images for displacement.

Convert Disp(lacement) to Linear and Disp(lacement) Data is Linear are two opposing options, the same as those in the Colour tab as well. "Linear" color data is that which is not corrected for the non-linear perception of the human eye and/or non-linear output of computer display devices. A further discussion of linear vs. non-linear color is somewhat outside of the scope of this discussion, but there are many articles to reference on the Internet for additional information:
http://softimage.wiki.avid.com/index.php/Gamma,_Linear_Color_Space_and_HDR
http://www.highend3d.com/dictionary/l/linear_color_space
http://www.faqs.org/faqs/graphics/colorspace-faq/

You will have to know if your image is linear or non-linear ("corrected"). Many images, like those from digital cameras, will be non-linear (gamma corrected) and thus you may want to convert it. The conversion gamma will affect how the image data is converted. DEM or other digital mapping data, or hand-painted displacement images, will usually be linear and should not be converted so as to maintain accuracy.

- Oshyan

teksurgical1

Oshyan thank you, the 2nd planet seems to be working I increased the radius by whatever I want the water level to be, and assign the water shader to that planet.  Still need to mask the 2nd planet, but I just got back to this last night.  I don't know why it crashes when I move a water object towards the equator not the poles, but the 2nd planet works so thanks

teksurgical1

oops sorry wrong thread, but you did answer this question for me before