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OK, here's the next draft. Some obvious, some not so obvious improvements.
I still need help on a few things:
- The texture for the dirt in the jar. This is just bugging me.
- I'm thinking of replacing the dandelion with a rose; thoughts, anyone?
- The bricks (and mortar) show the correct bumpiness on the window-side;
but the other sides are completely smooth. Here's my code for creating
a brick:
// Window Function
#local wc = (Window_Start + Window_End)/2; // Window Center
#local wcx = wc.x; #local wcy = wc.y; #local wcz = wc.z;
#local ws = (Window_End - Window_Start)/2; // Window Size
#local wsx = ws.x; #local wsy = ws.y; #local wsz = ws.z;
#local wf = function { max( abs(x-wcx)/wsx, abs(y-wcy)/wsy,
abs(z-wcz)/wsz)-1 }
// Plane {x, 1}
#local p1 = function { x-1 }
// Plane {-x, -5}
#local p2 = function { 5-x }
#macro Brick(loc, siz)
// Brick Box Function
#local lx = loc.x; #local ly = loc.y; #local lz = loc.z;
#local sx = siz.x/2; #local sy = siz.y/2; #local sz = siz.z/2;
#local bf = function {max( abs(x-lx)/sx, abs(y-ly)/sy, abs(z-lz)/sz)-1}
// The difference between Brick Box, Window, p1 and p2
#local Brick_Func = function { max( bf(x,y,z), -wf(x,y,z), -p1(x,y,z),
-p2(x,y,z)) }
isosurface {
function {
Brick_Func(x,y,z)
- f_noise3d(x,y,z)/64
- f_noise3d(x*8,y*8,z*8)/256
- f_noise3d(x*32,y*32,z*32)/1024
}
contained_by {Brick_Box(loc, siz+1)}
threshold 0
texture { Brick_Tex }
}
#end
As I said, the bumpiness shows correctly where the window cuts out of
the bricks, but the other sides are completely smooth. This is
frustrating me extremely.
I've got a bunch of other stuff I want to do with this image, but the
rest can wait for now.
Thanks for looking,
...Chambers
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Attachments:
Download 'dandelion.png' (218 KB)
Preview of image 'dandelion.png'
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