Geometry
Heightfield
Brightness becomes height: a real surface with real light and cast shadows.
Controls
- relief
- How high the relief stands. At zero it is flat, and you only see the picture at an angle; higher, the light parts rise
- mesh
- How many nodes across. The only knob here that costs anything — it sets the number of triangles
- tilt
- How high the camera stands above the plane. Ninety is straight down, low is a view along the surface
- turn
- A number from -180 to 180, 0 by default.
- light
- A number from -180 to 180, -55 by default.
- paint
- Photo keeps the picture on the relief; slope drops the colour and paints the steepness, so the frame reads as a map
- wire
- Drops the fill and leaves the mesh — the same relief as a wireframe
- haze
- Sinks the distance into darkness. At zero the far side is as sharp as the near, which happens on maps but never on landscapes