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"StephenS" <ssh### [at] ottawanet> wrote in message
news:401d400d@news.povray.org...
> The regular heightfield object in Moray can be converted to a mesh. You
can
> use the step control (heightfield object) to help setup the number of
> triangles used.
Thanks for the tip. I think I had decided that wouldn't work because I
didn't know about the step control trick, and it looked like it was simply
making a mesh cube shape.
> Try this, based on p_square.pov
>
<snip>
> Comments welcome
>
> Stephen
Here's what ultimately worked for me:
#declare Spikes=function{pigment {
image_map{
tga "C:\Documents and Settings\Administrator\My Documents\3D\spots1.tga"
interpolate 2}
}
}
#declare S= function(u,v) {
(Spikes(u,v,0).gray)
}
#declare F1= function(u,v){u}
#declare F2= function(u,v){v}
#declare F3= function(u,v){S(u,v)}
object{
Parametric(
F1, F2, F3,
<-3,-3>,
< 3, 3>,
200,200,"p_square2.udo"
)
pigment{rgb 1}
scale<5,5,-5>
}
This makes some fairly realistic-looking grass. It converts to mesh in Moray
perfectly, and renders quickly.
Steve Shelby
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