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Bill Pragnell wrote:
> Is the sand an isosurface? For ripples, I think I'd try adding a stretched
> leopard pigment function into the mix, and maybe some very low level
> turbulence (high octaves and omega) to get a slightly gritty feel. As I
> mentioned in my cgsphere thread, this is proving reasonably successful for
> my sand.
The sand is a heightfield; the pattern for the heightfield is generated
by this scene:
camera {
location <0, -0, -10>
look_at 0
}
plane {
z, 10
pigment {
bumps
turbulence 0.1
color_map {
[0 color rgb 0.]
[1 color rgb 1]
}
scale <0.5, 1, 0.5>
}
}
light_source {
<0, 20, -100>
color rgb 1
}
(Come to think of it, I should just make the plane be ambient 1 and
ditch the light_source...I've learned it bit about SDL since I started
this scene, to say the least.)
Now, why I'm putting off adding ripples is not that the pattern itself
is hard to make; the challenge is using SDL to make the ripples appear
on the windward side of the dunes, but not the leeward side. It's
doable, but I'm still thinking about how to do it.
Probably the best approach would be a pattern map using the same pattern
as the dunes, translated slightly. I'm not sure if that makes any sense. :-P
> Good luck with the curtains - cloth is something I've not yet turned my hand
> to, for very good reasons!
Yeah, I chickened out on making an entry for the "black robe" round of
the 3d-rtc, myself. :-)
--
William Tracy
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You know you've been raytracing too long when you prefer bald romatic
partners, because they're easier to model.
John VanSickle
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