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I think that part of the problem is that you are not only scaling the
heightfield non-uniformly but also the normal pattern.
This modified version of your scene emphasizes the artifacts (replacing
the heightfield with a box gives what one expects):
camera { location -6*z look_at 0 }
light_source { <30,30,-30>,1 }
height_field { function 20,20 { pigment { granite } }
//box { 0,1
pigment { rgb 1 }
normal { bumps .5 scale .1 } // Normals activate problem
translate -.5
scale <5, 0.001, 5> rotate -90*x
}
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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