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I posted an image in p.b.i.
Forgive me for having changed a couple of things in your code in
addition to those mentioned earlier ;-)
1- I made the code 3.7 ready by adding the #version, assumed_gamma, and
radiosity settings I am familiar with;
2- I changed rgb to srgb. Not essential but it deepens the colours of
the textures;
3- I changed somewhat the sun code:
#include "CIE.inc" // for SunColor. Comes with Lightsys IV
#declare SunColor = Blackbody(6500)*3;
#declare SunAlt = 60;
#declare SunAzm = -120;
#declare SunPosition = <0, 0, -1>*10e6;
#declare SunDis = vlength(SunPosition)*2/215;
#declare sun =
light_source {
SunPosition
color SunColor
rotate x*SunAlt
rotate y*SunAzm*clock
parallel
/*
area_light
SunDis*x, SunDis*z,
5, 5 // total number of lights in grid
adaptive 1 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
*/
looks_like {sphere {0, 1001 pigment {color SunColor} finish {emission
1}}}
}
object {sun}
4- I changed the landscape material. See also the slope documentation in
particular for Hi_slope and Lo_slope. I first made the material into a
macro:
#macro land_material(Min,Max)
material {
//rock
texture {
pigment {
bozo scale 450 turbulence 2
color_map {[0 srgb 0.3][0.5 srgb 0.5][1 srgb 0.8]}
}
finish {diffuse 0.6}
normal {granite 0.8 scale 0.01}
}
//moss
texture {
pigment {
slope {<0,-0.9, 0>, 0.0, 0.5 altitude <0, 0.1, 0>, Min.y, Max.y}
pigment_map {
[0.3 srgbt 1]
[0.3 bozo scale 54
pigment_map {
[0 bozo scale 0.2 turbulence 1 color_map {[0 srgb <0.5,
0.6, 0.25>*4 ][1 srgb <0.5, 0.8, 0.1>]}]
[0.5 bozo scale 0.05 turbulence 1 color_map {[0 srgb
<0.5, 0.55, 0.3>][1 srgbt 1]}]
}]
}
}
finish {diffuse 0.8}
normal {granite 0.1 scale 0.01}
}
//snow
texture {
pigment {
slope {<0, -0.5, 0>, 0.0, 0.5 altitude <0, 0.5, 0> Min.y, Max.y }
color_map {[0.5 srgbt 1][0.55 srgb 2]}
}
finish {diffuse 1 brilliance 0.1 specular 0.5 roughness 0.002}
normal {granite 0.5 scale 0.005}
}
}
#end
Then I commented out the material in the land object, and added after it:
#declare Min = min_extent(land);
#declare Max = max_extent(land);
#declare land =
object {land
land_material(Min,Max)
}
See the resulting image in p.b.i.
Thomas
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