POV-Ray : Newsgroups : povray.newusers : desert sand : Re: desert sand Server Time
30 Jul 2024 04:14:07 EDT (-0400)
  Re: desert sand  
From: Mike Williams
Date: 19 Oct 2004 03:15:33
Message: <C9icxKAD8LdBFwk8@econym.demon.co.uk>
Wasn't it Rob Brown-Bayliss who wrote:
>Hi all, I am trying to create a desert plain, and have been experimenting
>with isosurface. I have this:
>
>  isosurface {
>    function { y+f_noise3d(x,0, z)*0.25 }
>    threshold 1
>    contained_by { box { -20, 20 } }
>    
>    pigment { Wheat }
>    normal { bumps 0.3 scale 0.1 }
>  }
>
>but it appears to be out of focus up close to the camera...  Any other
>ideas on how to achieve a desert plain.
>
>By plain I dont mean a totaly flat plain, but with gentle dunes etc...

You may find that it looks a little better if you don't mix real
isosurface bumpiness with fake normal bumps. Since bumps and f_noise3d
use the same noise engine, you can convert your normal into part of the
isosurface, like this.

  isosurface {
    function { y
     +f_noise3d(x,0, z)*0.25 
     +f_noise3d(x*10,0,z*10)*0.03
    }
    threshold 1
    contained_by { box { -20, 20 } }
    pigment { Wheat }
  }

Or, for a little more sharpness, try this:

  isosurface {
    function { y
     +f_noise3d(x,0, z)*0.25 
     +pow(f_noise3d(x*10,y*10,z*10),2)*0.02
    }
    threshold 1
    contained_by { box { -20, 20 } }
    pigment { Wheat }
  }

Or, for a lot more sharpness, and you don't mind it running a bit
slower, add some fine structure like this. (If you change the settings
of the P function you may well need to adjust the max_gradient).

#declare P=function{
 pigment{
  bozo
  colour_map{[0.0  rgb 0.0]
             [0.3  rgb 0.0]
             [1.0  rgb 1.0]}
  scale 0.1
  turbulence 0.5
 }
}

  isosurface {
    function { y
     +f_noise3d(x,0, z)*0.25
     +f_noise3d(x*10,0,z*10)*0.03 
     -P(x,0,z).red*0.015
    }
    threshold 1
    contained_by { box { -20, 20 } }
    pigment { Wheat }
  }

-- 
Mike Williams
Gentleman of Leisure


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