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news:4d08a592@news.povray.org...
> High!
>
> Meanwhile, I got some raw version of the vegetation texture for southern
> Tasmania (just a heightfield exercise in between, don't worry, I'll
> switch back to Khyberspace as soon as possible!) ready... it consists of
> a texture_map containing five texture_maps, each of them again is a
> slope pattern containing two or three basic textures:
>
> // Basic textures
>
> #declare T_Beach=
> texture
> {
> pigment { color rgb <1, 1, 0.5> }
> finish { ambient 0.05 diffuse 1 brilliance 0.25 }
> }
>
> #declare T_Meadow=
> texture
> {
> pigment { color rgb <0.1, 0.7, 0.2> }
> finish { ambient 0.05 diffuse 1 brilliance 0.5 }
> }
>
> #declare T_Forest=
> texture
> {
> pigment { color rgb <0, 0.5, 0.2> }
> finish { ambient 0.05 diffuse 1 brilliance 0.42 }
> }
>
> #declare T_Shrub=
> texture
> {
> pigment { color rgb <0.65, 0.78, 0.2> }
> finish { ambient 0.05 diffuse 1 brilliance 0.31 }
> }
>
> #declare T_Rock=
> texture
> {
> pigment { color rgb 0.7 }
> finish { ambient 0.05 diffuse 1 brilliance 0.5 }
> }
>
> #declare T_Snow=
> texture
> {
> pigment { color rgb 1 }
> finish { ambient 0.05 diffuse 1 brilliance 0.18 }
> }
>
> // Slope-patterned texture_maps
>
> #declare TM_Shore=
> texture
> {
> slope { <0, -1, 0> }
> texture_map
> {
> [0 T_Beach ]
> [0.2 T_Beach ]
> [0.2 T_Forest ]
> [0.4 T_Forest ]
> [0.4 T_Rock ]
> [0.5 T_Rock ]
> }
> }
>
> #declare TM_Lowlands=
> texture
> {
> slope { <0, -1, 0> }
> texture_map
> {
> [0 T_Meadow ]
> [0.06 T_Meadow ]
> [0.065 T_Forest ]
> [0.4 T_Forest ]
> [0.4 T_Rock ]
> [0.5 T_Rock ]
> }
> }
>
> #declare TM_Highlands=
> texture
> {
> slope { <0, -1, 0> }
> texture_map
> {
> [0 T_Forest ]
> [0.4 T_Forest ]
> [0.4 T_Rock ]
> [0.5 T_Rock ]
> }
> }
>
> #declare TM_SubAlpine=
> texture
> {
> slope { <0, -1, 0> }
> texture_map
> {
> [0 T_Shrub ]
> [0.4 T_Shrub ]
> [0.4 T_Rock ]
> [0.5 T_Rock ]
> }
> }
>
> #declare TM_Alpine=
> texture
> {
> slope { <0, -1, 0> }
> texture_map
> {
> [0 T_Snow ]
> [0.4 T_Snow ]
> [0.4 T_Rock ]
> [0.5 T_Rock ]
> }
> }
>
> // Overall texture map
>
> #declare h=max_extent(terrain).y-min_extent(terrain).y;
>
> #declare TMM_Tasmania=
> texture
> {
> gradient y
> texture_map
> {
> [0 TM_Shore]
> [h/2/h TM_Shore]
> [(h+3)/2/h TM_Shore]
> [(h+3)/2/h TM_Lowlands]
> [(h+200)/2/h TM_Lowlands]
> [(h+200)/2/h TM_Highlands]
> [(h+900)/2/h TM_Highlands]
> [(h+900)/2/h TM_SubAlpine]
> [(h+1200)/2/h TM_SubAlpine]
> [(h+1200)/2/h TM_Alpine]
> [1 TM_Alpine]
> }
> scale 2*h
> translate -y*h
> }
>
> I originally scaled the overall texture_map to double y extent of the
> heightfield and than translated it along the y axis to have some scope
> for turbulence (otherwise, TM_Alpine would show up along the shores).
> Probably I'll redo this, as general turbulence for the whole texture
> would yield undesirable results...
>
> Note that with the scene attached below, TM_Alpine does not appear as
> the mountains visible from the chosen camera position are not high enough.
>
> But as TMM_Tasmania uses a y gradient without turbulence, the boundary
> between TM_Highlands and TM_SubAlpine is unnaturally straight (see image
> below) - while keeping a sharp boundary between forest and subalpine
> shrub, I would like to have the boundary "patchy" at an intermediate
> scale. When I apply a general turbulence to TMM_Tasmania, the constraint
> of the "beach" part to the lowest and closest to the sea parts of the
> heightfields is lost... and, otherwisely, separating the SubAlpine and
> AlpineParts (with a third, transparent texture for the lower regions)
> from TMM_Tasmania and superimposing it as a second texture layer won't
> work either, as PoV-Ray generally is not able to layer mapped textures...
>
> How do I get a more realistic upper forest line?
>
> See you in Khyberspace!
>
> Yadgar
>
Hey, I live in southern Tasmania!!
I dont suppose you could tell me where you got the data for the heightfield?
I'm very interested in recreating the area around my house for starters :)
Then the whole island, that would be sweet!!!
Cheers Dre
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