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Ken wrote:
> Anyway I have come to the conclusion that
> surface normals are a poor replacement for a
> physical object that has the right shape.
Normals are good for fine details, but not a replacement
for macroscopic shape.
It is pointless to reproduce pixel-level features with
shape modeling.... so the normals are still needed.
But for water and many other quasi-planar structures,
height fields are the method of choice. They can
easily be created within POV. A sample is appended
for what was an attempt by me to create a cobblestone
path.... note it is to be rendered at a 1:3 aspect ratio
(for example, +W200 +H600). Note I use a bit of
a color map to flatten out the stones.
BTW I ended up going to a more standard tiled brick
GIF field..... the result (rendered in Vue d'Esprit 2)
is at :
http://www.flash.net/~djconnel/Vue/Vue2_004.jpg
=======================
#version 3.1
////////////////////////////////////////////////////////
// Render settings and cameras
global_settings {
hf_gray_16
ambient_light 1
}
// define the camera
camera {
orthographic
location <0, 0, -5>
right <50,0,0>
up <0,150,0>
}
///////////////////////////////////////////////////
// pattern
plane {
<0, 0, -1> // surface normal
0 // distance from origin
texture {
pigment {
crackle
turbulence 0.1
color_map {
#local dX = 0.05;
#local X = 0
#while (X < 1 + dX/2)
[X rgb sin(pi * pow(X,0.5) / 2)]
#declare X = X + dX;
#end
}
}
finish {
ambient 1
diffuse 0
}
}
}
--
http://www.flash.net/~djconnel/
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