POV-Ray : Newsgroups : povray.binaries.images : PIP: did I hear someone saying "Displacement mapping" ? [72k] : PIP: did I hear someone saying "Displacement mapping" ? [72k] Server Time
20 Nov 2024 12:36:30 EST (-0500)
  PIP: did I hear someone saying "Displacement mapping" ? [72k]  
From: Jérôme Grimbert
Date: 27 Aug 2001 02:50:56
Message: <3B89EE71.4AFFC9FD@atosorigin.com>
Thanks to Warps's Tesselate patch, creating a mesh become easier.
After that, it's only playing with the mesh... I did it in C, 
but I have no doubt someone would be able to do it in pov-language too.
Render time is ok, but parsing time is exploding, especially
when it comes to compute mesh bounding tree.

The current scene code looks like:

background { rgb z*.5 }
#default { pigment { rgb <1,.8,.6> } finish { specular .5 } }

#declare Obj = sphere {0,1  }
smooth { 
  displace {  
    tesselate { Obj  accuracy 85 smooth  }  
    pigment { agate }, 0.4 , 0.5
           }
       }


camera { location <0,4,-13>*1.1 look_at <0,0,0> angle 35/3 }
light_source { <200,100,-150>, 1 }
light_source { <-200,100,-100>, x*.5 }
light_source { 0, y }


--


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Attachments:
Download 'bum2.jpg' (19 KB) Download 'disp2.jpg' (12 KB) Download 'nor2.jpg' (16 KB) Download 'orig2.jpg' (8 KB) Download 'tintin2.jpg' (18 KB)

Preview of image 'bum2.jpg'
bum2.jpg

Preview of image 'disp2.jpg'
disp2.jpg

Preview of image 'nor2.jpg'
nor2.jpg

Preview of image 'orig2.jpg'
orig2.jpg

Preview of image 'tintin2.jpg'
tintin2.jpg


 

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