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When creating an outdoor scene, "Floating Skyscrapers" (unfinished, very!)
last year, i wanted nice rolling hills in the distance. Not too symmetrical,
not too uniform, with ridges and hills and broad shallow depressions and
rises. But most of all, I needed to know altitude(x,y) so I could place
buildings, cars, etc.
After expeimenting with some ideas, i settled on a mesh on an x,y grid with z
values determined by a hill(x,y) function. This hill function is a sum of
many individual hill component functions. It worked great - but due to a
compiler bug, didn't render right and I gave up. Turns out that the
compiler bug was due to a hardware problem - almost everything ran 99.999% of
the time, but anyway that's a long story... (it may also explain the colour
dispersion bugs i had back when i was working on that.)
I gave the hill component function, a macro named bulge( ), lots of
parameters to give it variation and nonsymmetry. I write these functions
intuitively, but it's based on a gaussian function exp(-r^2).
I'll post a copy of my FSLAND.POVI file in the scene-files group.
> I'm hoping to make an image which will mostly be a series of grassy
> hills in the rain. I've got the clouds, I think, and the rain's a task
> I'm willing to take a shot at. Grass will be a nightmare of its own and
> obviously a lot of fudging is required. I've started working with the
> hills, but that's where I've run into the first problems.
> I really don't want to generate any height maps for this one. My
> preference is to use an isosurface (I'm using the Superpatch) with a
> kind of hilly function. I thought of multipying a couple of sine waves
> together, but the results on that have so far been pretty terrible.
> ...
> Lummox JR
--
Daren Scot Wilson
dar### [at] pipelineocm
www.newcolor.com
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