d i s p l a c e m e n t     m a p p i n g


These images demonstrates the the displacment mapping capabilites of Pixar's prman renderer. The project emphasised the use of images as sources of information - in the case of displacement (grayscale) image maps brightness represents height information.

 

 

 

 

 

 

 

 


Quick TIme VR

Use mouse to rotate the cube

 

 


if(s<0.25 || s>0.75)

hump = 3;

-

if(s<0.25 || s>0.75) if (t<0.25 || t>0.75)

hump = 3;

float moi = s/t;

if(moi<1)

hump = 3;

-

if(s<0.25 || s>0.75) if (t>0.25 && t<0.75)

hump = -3;

if(s>0.25 && s<0.75) if (t>0.25 && t<0.75)

      

hump = -3;

-

if(s<=0.25 && t>=0.25 && t<=0.75)

hump = -3;

if(s>=0.75 && t>=0.25 && t<=0.75)

hump = -3;

if(t<=0.25 && s>=0.25 && s<=0.75)

hump = -3;

if(t>=0.75 && s>=0.25 && s<=0.75)

hump = -3;

hump = -5*(smoothstep(0.25-fuzz, 0.25+fuzz, t))*(1-smoothstep(0.75-fuzz, 0.75+fuzz ,t))*s;

-

float sa = sqrt((s-s1)*(s-s1)+(t-t1)*(t-t1));

float hump = smoothstep (r-0.05, r+0.05, sa);

float sa = sqrt((s-s1)*(s-s1)+(t-t1)*(t-t1));

float hump = -smoothstep (r-0.05, r+0.05, sa) * (1-smoothstep (r, r+0.05, sa));

-

float sa = sqrt((s-s1)*(s-s1)+(t-t1)*(t-t1));

float hump = -smoothstep (r-0.05, r+0.05, sa) * (1-smoothstep (r, r+0.05, sa))* cos(10*s);

cos,sin and exp

cos, sin and variables

float moi1 = s-0.5;

float moi2 = t-0.5;

float moi =(2*sin (2*sqrt(10*(moi1*moi1+moi2*moi2))));

hump = moi+(0.2*((cos(100*s)+ cos(100*t))));