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I've always wondered if there wasn't any way of generating a 'procedural
heghtfield' and mapping it onto an object. Almost like a normal but using real
height. But, AFAIK you can't map an isosurface to an object so I wouldn't be
able to use that.
BTW can isosurfaces use info from procedural textures ie: making an isosurface
with a crackle height/depth? If so, I gues I would more easily get into
isosurfaces (UnfortunatelyI just don't have al that time to play around looking
for a formula that looks nice - unless of course someone can give me the x,y,z
formulas for all the procedural textures in Pov ;).
I think trace and eval_pigment might be what I'm looking for, but I couldnt'
really find any samples of how to use them in this way in the documentation.
--
/* Nekar Xenos */#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);
blob{#while((K-N).x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(
vlength(N-K)<vlength(X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N
,1,1 scale.02}sphere{<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}
"Tom Melly" <tom### [at] tomandlu co uk> wrote in message
news:3b1cb50a@news.povray.org...
> "Tom Melly" <tom### [at] tomandlu co uk> wrote in message
news:3b1caa1c$2@news.povray.org...
> >This scene of mine uses height-fields for the mountains
>
> Oops. http://www.irtc.org/ftp/pub/stills/2000-04-30/tmcity.jpg
>
>
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