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This is for the TC-RTC. The rock face is a series of procedural height
fields, made from a few different patterns averaged together.
I didn't use a smooth height field because the border between any two
hfs is rather obvious until the resolution is high enough to make
smoothing unecessary.
The texture is this:
#local rsA=seed(0);
texture {
pigment { marble frequency 1 ramp_wave turbulence <.1,01,.1> omega
.4 lambda 1.5
pigment_map {
#local sA=.5;
[0 bumps scale <.1,1,.1> translate 0-64
color_map { [0 rgb <.7,.675,.65>+<.1,.05,0>*sA][1 rgb
<.9,.875,.85>+<.1,.05,0>*sA] }
]
#local iI=1;#while(iI<128)
[(iI-.01)/128 bumps scale <.1,1,.1> translate iI-64
color_map { [0 rgb <.7,.675,.65>+<.1,.05,0>*sA][1 rgb
<.9,.875,.85>+<.1,.05,0>*sA] }
]
#local sA=rand(rsA);
[(iI+.01)/128 bumps scale <.1,1,.1> translate iI+1-64
color_map { [0 rgb <.7,.675,.65>+<.1,.05,0>*sA][1 rgb
<.9,.875,.85>+<.1,.05,0>*sA] }
]
#local iI=iI+1;#end
[1 bumps scale <.1,1,.1> translate 128-64
color_map { [0 rgb <.7,.675,.65>+<.1,.05,0>*sA][1 rgb
<.9,.875,.85>+<.1,.05,0>*sA] }
]
}
}
normal { marble 1 frequency 1 ramp_wave turbulence <.1,.01,.1>
omega .4 lambda 1.5
normal_map {
#local iI=0;#while(iI<129)
[iI/128 bumps .031 scale <.1,1,.1> translate iI-64 ]
#local iI=iI+1;#end
}
}
transform FlipXY
scale <1000,150,1000>
}
There will be a tunnel entrance here when I'm done.
Regards,
John
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Attachments:
Download 'cliff.jpg' (86 KB)
Preview of image 'cliff.jpg'
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