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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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John VanSickle nous apporta ses lumieres en ce 2007/09/17 20:00:
> 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
>
> ------------------------------------------------------------------------
>
Almost looks like a processed photo.
--
Alain
-------------------------------------------------
My bologna has a first name.
Oscar Mayer
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John VanSickle <evi### [at] hotmailcom> wrote:
> 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....
>
Thanks for posting the code. It uses some tricks I've never tried. Makes a
marvelous rocky cliff face.
Ken W.
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John VanSickle wrote:
> This is for the TC-RTC. The rock face is a series of procedural height
> fields, made from a few different patterns averaged together.
Good...
--
Stefan
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Some cracked earth that I whipped up for my entry. :-)
I could probably do this as a height field, but the way that the
isosurface came out is so cool...
declare cracks = function {pigment {
crackle
turbulence 0.1
color_map {[0 rgb 0][0.1 rgb 1][1 rgb 0.5]}
scale 0.5
}}
isosurface {
function {2 * y - cracks(x, y, z).red}
// etc.
}
--
William Tracy
afi### [at] gmailcom wtr### [at] calpolyedu
You know you've been raytracing too long when you wonder if the human
eye uses ray-tracing, and at what it's frames per second rate is?
-- Vimal N. Lad / Gautam N. Lad
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Attachments:
Download 'crackedearth.jpg' (25 KB)
Preview of image 'crackedearth.jpg'
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William Tracy wrote:
> Some cracked earth that I whipped up for my entry. :-)
>
> I could probably do this as a height field, but the way that the
> isosurface came out is so cool...
Looks pretty neat, but I think it's suffering from a low max_gradient.
I used to see cracked clay similar to this in the high desert of
Southern California, near Desert Hot Springs.
Sam
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Samuel Benge wrote:
> Looks pretty neat, but I think it's suffering from a low max_gradient.
I was just realizing this.
I actually like how it looks with the cracks; we'll see how this goes. :-)
- --
William Tracy
afi### [at] gmailcom wtr### [at] calpolyedu
You know you've been raytracing too long when you have ever brought your
computer to its knees by mistakenly launching 64 simultaneous frames to
be traced, while trying to maximizing the benefits of parallelizing them.
-- Carsten Whimster
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iD8DBQFG8wCzcCmTzQ++ZncRArLdAJ46d5RmdO+waSis6n/V7B9ndgDaoQCgn3ZZ
LZUpmYJ0DmqyRikcPy8YlK4=
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